I must be overlooking something very basic, but it seems like I’m overlooking something. I have the Pro version of A* and I’d like to update a part of my pointGraph using AstarPath.active.UpdateGraphs() with a Bounds object.
The whole deal is in 2D. I have 2D Physics turned on in the graphs. Everything works and nodes connect I when simply use AstarPath.active.Scan(). Although the points are very close together and max distance of 0.25f.
There are also 2 graphs, both pointGraphs, with similar settings but differing tags. They should both update.
What happens is this:
- I usean isometric Z as Y tilemap
- Every tile instantiates a couple of GameObjects which have the required tag (PathNode and RoadNode for the respective pointGraphs, or UnpathNode for non-walkable ones). Every node is on Z=0.
- When I update a tile in any tilemap, I create a Bounds at that location (in world position instead of cell position of course - I have tested this visually by using a gameobject with a 2d box collider and use its bounds). This is the very simple method:
Bounds bounds = new Bounds(worldPos, new Vector3(3f, 3f, 0f));
AstarPath.active.UpdateGraphs(bounds);
However, no connections are created using this method even though other, nearby nodes are well within the size of those bounds. What’s up? What am I overlooking? I am using 4.2.17.
Thanks!