After 3.6 upate my path.vectorPath is only 2 long and my paths are incomplete

Greetings

I upgraded to 3.6 and I’m running into an interesting quirk. My units don’t move along the path anymore and the paths that get calculated only have 2 points in them.

`public void onPathComplete(Path p)
	{
		if(!p.error)
		{
			_path = p;
			_currentWaypoint = 0;
			Debug.Log(_path.vectorPath.Count);
			Debug.Log(_path.vectorPath[0]);
			Debug.Log(_path.vectorPath[1]);
		}
	}

void FixedUpdate()
	{
		if(_path == null || _targetToMoveTo.HasValue == false)
		{
			return;
		}
		if(_currentWaypoint >= _path.vectorPath.Count)//End of PATH
		{
			_targetToMoveTo = null;
			return;
		}
		//Move
		Vector3 clampedPathPosition = new Vector3(_path.vectorPath[_currentWaypoint].x,0,_path.vectorPath[_currentWaypoint].z);
		Vector3 direction = (clampedPathPosition - transform.position).normalized;
		direction = new Vector3(direction.x,0,direction.z).normalized;
		Vector3 distance = direction*_speed*Time.fixedDeltaTime;
		Quaternion finalRotation = Quaternion.LookRotation(_targetToMoveTo.Value - transform.position);
		transform.rotation = Quaternion.Lerp(transform.rotation,finalRotation,_rotationSpeed*Time.deltaTime);
		transform.position += distance;

		Vector3 clampedGameObjectPostion = new Vector3(transform.position.x,0,transform.position.z);
		if(Vector3.Distance(transform.position,clampedPathPosition) < 0.2f)
		{
			_currentWaypoint++;
		}
	}

//On a mouse click event I get a raycast hit.point and I pass the point here
public Vector3 targetToMoveTo
	{
		set
		{
			_targetToMoveTo = value;
			Vector3 clampedPostion = new Vector3(transform.position.x,0,transform.position.z);
			_seeker.StartPath(clampedPostion,_targetToMoveTo.Value);
		}
		get{return _targetToMoveTo.Value;}
	}

`

My units used to move along a path but now every time I click (no matter how far along the map I click), I get a vector path with a count of 2. Any idea whats up?

Hi

Do you think you could show a screenshot of the graph and your graph settings?

When I turned off the height testing toggle it worked! That seemed to be is the issue.