Trouble with running on mobile device

Hello, as other mentioned before, the pathfinding runs fine in editor, but dont work on android. The agents seem to stand still not facing the target. I add some snippet from the adb, but Im not sure if this is helpful:

09-14 19:58:32.895 13167 13621 W Unity   : Path Failed : Computation Time 0.00 ms Searched Nodes 0
09-14 19:58:32.895 13167 13621 W Unity   : Error: Couldn't find a node close to the start point
09-14 19:58:32.895 13167 13621 W Unity   : Path Number 1 (unique id)
09-14 19:58:32.912   641   692 I hwcomposer: alloc1Mem:248: alloc mBuffers[0] format=1, w=1080, h=2312, size=10407936
09-14 19:58:32.912   641   692 I hwcomposer: alloc1Mem:248: alloc mBuffers[1] format=1, w=1080, h=2312, size=10407936
09-14 19:58:32.912   641   692 I hwcomposer: alloc1Mem:248: alloc mBuffers[2] format=1, w=1080, h=2312, size=10407936
09-14 19:58:33.158   641   692 I hwcomposer: alloc1Mem:248: alloc mBuffers[0] format=1, w=1080, h=2312, size=10407936
09-14 19:58:33.158   641   692 I hwcomposer: alloc1Mem:248: alloc mBuffers[1] format=1, w=1080, h=2312, size=10407936
09-14 19:58:33.158   641   692 I hwcomposer: alloc1Mem:248: alloc mBuffers[2] format=1, w=1080, h=2312, size=10407936
09-14 19:58:33.176   680   914 I asd_out_fwk: L = [0], R = [0], continus 20 times, Device = 0x2

Hi

Which graph type are you using? Are there any other errors before that one?

Hello Aron

thanks for your response.
I’m using the raycast graph with RichAI agents.
I experimented with the cell/tile size to get a smoother surface, maybe it was a too long calculation for the mobile device and my android phone just skipped this step instead.
Caching the graph calculation has solved my problem and everything works fine now.

here’s the direkt link for anyone else with the same problem

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