I’ve been using Recast graphs in my project with a lot of success so far. I’ve made use of navmesh cutting. Now I’m reaching the stage where I need to start incorporating some areas of procedural terrain.
Unfortunately, the terrain is completely unchanged upon calling UpdateGraphs.
There are no errors.
In my test scene, I have started with a completely flat terrain. The terrain then becomes elevated in the generated areas, along with getting lots of various objects spawned on top of it. I also tried just dragging some objects onto the still-flat terrain, and then calling UpdateGraphs. Still no luck.
A couple more notes.
If I go to the A* component, and directly rescan, it works just fine. I definitely don’t want to rescan the entire world though.
If I attempt to update through ‘UpdateGraphs’, and then go to rescan directly, it goes through all tiles, then crashes Unity when it’s close to or at the end.