I seem to be having the same issue on URP. I don’t get a graph at all with 4.3.11
Unity v 2019.3.0f1
Burst v1.1.2
Math v1.1.0
Entities v0.4.0
Collections v0.4.0
Jobs v0.2.2
I have a grid size of 150x150 with a node size of 1. I don’t see a grid like in the video, I tried clicking scan and unclicking and re-clicking the Show Graphs toggle.
Any ideas what I could be doing wrong. I have just started, so it’s possible I’m missing something fundamental.
I tried again with a blank project (with the default render pipeline this time) and it is working fine (The Universal Render Pipeline is still not working for me), so I do think the combination of 4.3.11 beta and URP might be a problem
Strange. I cannot replicate this issue.
I am have tried with both HDRP and URP with version 7.1.5, 7.1.6 and 7.1.7 (latest). All seem to work fine for me.
Have you checked the example scenes?
Sorry for the late reply, I didn’t seem to get a notification.
It seems to be working on my test scene now, but not in my game yet. I’m not sure why it didn’t work before. I’ll try and get a bit of time to do more debugging over the next week.
I was having issues with it throwing an exception when I changed the grid height / width in the editor. It seemed to think another scan was happening at the same time - it might have been because I had another editor open and was comparing projects at the time.
I can try again tonight if it would help
Thanks again!
I’m not sure exactly what the problem was. It wasn’t showing at all, I restarted the unity editor and it started showing.
I think it threw the exception when I set the grid width or height to 0, or it might have been a coincidence. I’ll try and get a stacktrace to help tonight.
NullReferenceException: Object reference not set to an instance of an object
AstarPath+<>c__DisplayClass97_0.<RecalculateDebugLimits>b__0 (Pathfinding.GraphNode node) (at Assets/AstarPathfindingProject/Core/AstarPath.cs:722)
Pathfinding.GridGraph.GetNodes (System.Action`1[T] action) (at Assets/AstarPathfindingProject/Generators/GridGenerator.cs:155)
AstarPath.RecalculateDebugLimits () (at Assets/AstarPathfindingProject/Core/AstarPath.cs:721)
AstarPath.DrawGizmos () (at Assets/AstarPathfindingProject/Core/AstarPath.cs:792)
Drawing.RetainedGizmosWrapper.DrawGizmos (System.Boolean usingRenderPipeline) (at Assets/AstarPathfindingProject/Drawing/RetainedGizmosWrapper.cs:300)
UnityEngine.Debug:LogException(Exception, Object)
Drawing.RetainedGizmosWrapper:DrawGizmos(Boolean) (at Assets/AstarPathfindingProject/Drawing/RetainedGizmosWrapper.cs:302)
Drawing.RetainedGizmosWrapper:Submit(Camera, CommandBuffer, Boolean) (at Assets/AstarPathfindingProject/Drawing/RetainedGizmosWrapper.cs:347)
Drawing.RetainedGizmosWrapper:SubmitFrame(Camera, CommandBuffer, Boolean) (at Assets/AstarPathfindingProject/Drawing/RetainedGizmosWrapper.cs:222)
Drawing.RetainedGizmosWrapper:EndCameraRendering(ScriptableRenderContext, Camera) (at Assets/AstarPathfindingProject/Drawing/RetainedGizmosWrapper.cs:180)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
It happened when I changed the node size to nothing momentarily (although when I tried to reproduce it for a video I couldn’t get it to happen again): -
I got another error: -
Hope this helps!
Edit: - Here is the exception with the burst compiler turned off: -
Hey,
also have the bug. I cannot see any grid with Unity 2019.4.3f1 and HDRP 7.4.1. I am on A Star Pathfinding 4.3.28. It also didnt work with HDRP 7.3.1.
Do you think you could try 4.3.29 (just uploaded). It has some fixes for gizmos not showing up in VR and with URP. No particular ones for HDRP as I found it worked perfectly, but the other fixes may have affected it.
i tried it now. Unfortunately there is no difference to 4.3.28. I can only see the white bounderies from the size adjustments. I tried the Grid Graph - there i can see the red cubes. Different settings in my recast graph settings does not change anything (all layers, other size, tags etc.).
By the way i have no errors. Just the “The burstified recast code is only supported in Unity 2020.1 or newer. Falling back to the slower pure C# code.”