We’ve been using this pathfinding solution for quite a while now and it has always worked well. Now however I’ve run into an issue with A* pathfinding crashing the project in build. As we’ve also been in contact with unity about the crashes, as we’ve had some problems with unity bugs, they helped us dig up some more about the error. It seems to have to do with a memcpy happening on the pathing thread. We haven’t been able to generate a crash dump from it. But we’ve been able to get a call stack. Anyone know wha this could be, and how to solve it?
The version of Unity being used, 2018.4.3f1.
Version of A* pathfinding project: 4.2.5
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AstarPath:LogPathResults(Path) (at Assets\AstarPathfindingProject\Core\AstarPath.cs:835) AstarPath:<InitializePathProcessor>b__122_1(Path) (at Assets\AstarPathfindingProject\Core\AstarPath.cs:1297) Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler) (at Assets\AstarPathfindingProject\Core\Misc\PathProcessor.cs:386) Pathfinding.<>c__DisplayClass24_0:<.ctor>b__0() (at Assets\AstarPathfindingProject\Core\Misc\PathProcessor.cs:110) System.Threading.ThreadHelper:ThreadStart_Context(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) System.Threading.ThreadHelper:ThreadStart()