- A* version: 5.4.5
- Unity version: 6000.2.6f2
Hello,
I’m experiencing an intermittent issue when setting NodeLink2.enable = true.
Sometimes, right at the moment the property is set to true, an ArgumentOutOfRangeException occurs. After this exception happens, the FollowerEntity pauses briefly, and then it starts using the NodeLink2 after the delay. This causes an unintended stop in gameplay.
Error example:
ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
Parameter name: partIndex
Pathfinding.PathTracer.GetLinkInfo (System.Int32 partIndex) (at ./Packages/com.arongranberg.astar/Utilities/PathTracer.cs:1694)
Pathfinding.ECS.TraverseOffMeshLinkSystem.NextLinkToTraverse (Pathfinding.ECS.ManagedState state) (at ./Packages/com.arongranberg.astar/Core/ECS/Systems/TraverseOffMeshLinkSystem.cs:69)
Pathfinding.ECS.TraverseOffMeshLinkSystem.StartOffMeshLinkTraversal (Unity.Entities.SystemState& systemState, Unity.Entities.EntityCommandBuffer commandBuffer) (at ./Packages/com.arongranberg.astar/Core/ECS/Systems/TraverseOffMeshLinkSystem.cs:57)
Pathfinding.ECS.TraverseOffMeshLinkSystem.OnUpdate (Unity.Entities.SystemState& systemState) (at ./Packages/com.arongranberg.astar/Core/ECS/Systems/TraverseOffMeshLinkSystem.cs:42)
Pathfinding.ECS.TraverseOffMeshLinkSystem.__codegen__OnUpdate (System.IntPtr self, System.IntPtr state) (at <0cd40b5daa28465da9e65c4e14d13f5e>:0)
Unity.Entities.SystemBaseRegistry+<>c__DisplayClass9_0.b__0 (System.IntPtr system, System.IntPtr state) (at ./Library/PackageCache/com.unity.entities@e581b903be8e/Unity.Entities/SystemBaseRegistry.cs:249)
UnityEngine.Debug:LogException(Exception)
Unity.Debug:LogException(Exception) (at ./Library/PackageCache/com.unity.entities@e581b903be8e/Unity.Entities/Stubs/Unity/Debug.cs:17)
Unity.Entities.<>c__DisplayClass9_0:b__0(IntPtr, IntPtr) (at ./Library/PackageCache/com.unity.entities@e581b903be8e/Unity.Entities/SystemBaseRegistry.cs:253)
Unity.Entities.UnmanagedUpdate_00001677$BurstDirectCall:wrapper_native_indirect_0x44dd7adf0(IntPtr&, Void*)
Unity.Entities.UnmanagedUpdate_00001677$BurstDirectCall:Invoke(Void*)
Unity.Entities.WorldUnmanagedImpl:UnmanagedUpdate(Void*)
Unity.Entities.WorldUnmanagedImpl:UpdateSystem(SystemHandle) (at ./Library/PackageCache/com.unity.entities@e581b903be8e/Unity.Entities/WorldUnmanaged.cs:891)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems() (at ./Library/PackageCache/com.unity.entities@e581b903be8e/Unity.Entities/ComponentSystemGroup.cs:717)
Unity.Entities.ComponentSystemGroup:OnUpdate() (at ./Library/PackageCache/com.unity.entities@e581b903be8e/Unity.Entities/ComponentSystemGroup.cs:687)
Pathfinding.ECS.AIMovementSystemGroup:OnUpdate() (at ./Packages/com.arongranberg.astar/Core/ECS/Systems/AIMovementSystemGroup.cs:211)
Unity.Entities.SystemBase:Update() (at ./Library/PackageCache/com.unity.entities@e581b903be8e/Unity.Entities/SystemBase.cs:418)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems() (at ./Library/PackageCache/com.unity.entities@e581b903be8e/Unity.Entities/ComponentSystemGroup.cs:723)
Unity.Entities.ComponentSystemGroup:OnUpdate() (at ./Library/PackageCache/com.unity.entities@e581b903be8e/Unity.Entities/ComponentSystemGroup.cs:681)
Unity.Entities.SystemBase:Update() (at ./Library/PackageCache/com.unity.entities@e581b903be8e/Unity.Entities/SystemBase.cs:418)
Unity.Entities.DummyDelegateWrapper:TriggerUpdate() (at ./Library/PackageCache/com.unity.entities@e581b903be8e/Unity.Entities/ScriptBehaviourUpdateOrder.cs:523)
It doesn’t occur every time, but it happens frequently enough to be noticeable.
Could you please check what might be causing this issue or suggest a workaround?
Thank you!