Hey, I’ve recently run into a bug which is specific to my game’s graph baking which I’m curious to see if you can assist with
So at load time, I load each of my room prefabs one after the other and bake the layered grid graph for that room’s bounds
AstarPath.active.UpdateGraphs(roomPrefab.mainRoomBounds);
AstarPath.active.FlushGraphUpdates();
for (int i = 0; i < roomPrefab.additionalBounds.Count; i++) {
AstarPath.active.UpdateGraphs(roomPrefab.additionalBounds[i]);
AstarPath.active.FlushGraphUpdates();
}
However, I’ve run into an issue where updating a graph with a room that has an area above another room deletes all of the nodes for the other room. This is because I disable each room after it loads
Before baking the upstairs room:
After baking the upstairs room:
So my question is, is there a way to update a graph based on a bounds area, but only add new nodes without deleting any that already exist?