I am creating a simple tower defense game in Unity 5.3.5f1 with A* project 3.8.1.
I am using a grid graph to navigate between the towers. Everything works fine in the editor, but when deploying for Android, it crashes the game when I try to update the graph.
It happens when I instantiate a tower with DynamicGridObstacle or if I try to check if the instantiated tower blocks the path from entry to exit using GraphUpdateUtilities.UpdateGraphsNoBlock.
When I get the logs from the Android device, I can see the graph being scanned message and me clicking where the tower should be created and then some error messages.
I/Unity (13881): Scanning - Process took 137 ms to complete
I/Unity (13881): Tower base placement point clicked
F/libc (13881): Fatal signal 11 (SIGSEGV), code 1, fault addr 0xc0000058 in tid 13921 (UnityMain)
W/libc (13881): Security Level: (1), Debug inforamtion is controlled by the DUMPABLE flag.
I/libc (13881): Suppressing debuggerd output because prctl(PR_GET_DUMPABLE)==0
D/Process ( 701): killProcessQuiet, pid=13881
E/InputEventReceiver( 1084): Looper::removeFd(73) is failed, result(0), input channel ‘ClientState{13187cbd uid 10482 pid 13881} ©’
I/ActivityManager( 701): Recipient 13881
W/InputMethodManagerService( 701): Got RemoteException sending setActive(false) notification to pid 13881 uid 10482
If I disable DynamicGridObstacle and don’t use GraphUpdateUtilities.UpdateGraphsNoBlock then it works fine, but monsters run through my towers as the graph is not updated.
Any suggestions on how to get this to work?
Other than this, I have never had any problems with the path finding, it works amazingly well.
Best regards
Rasmus