Recast graph updating in spite of being loaded from cache

Hey,

Im trying to use the recast graph for my pathfinding. Im getting this warning when two agents (to which i attached RVO Controllers) are colliding:

“Some meshes were statically batched. These meshes can not be used for navmesh calculation due to(…) scripts cannot access the data of meshes which have been statically batched. One way to solve this problem is to use cached startup(…)”

And so I did what the warning told me, unfortunately it did not help. Is there any way to maybe force the graph not to update?

Thanks in advance.

Hi

Are you using any GraphUpdateScene / DynamicGridObstacle components in your scene, or perhaps calling AstarPath.active.UpdateGraphs at some point?

Turns out it was DynamicPathObstacle calling graph update. I am working with a large codebase so I didnt notice the component earlier. Thanks for your help.

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