Hiya!
I have some simple destructible terrain using some cubes. Upon destruction, they call AstarPath.active.UpdateGraphs(bounds);
to rescan the area around the block. However, this seems to make all enemies teleport a short distance, up to a few meters, which can be very concerning to players. This short range teleportation occurs even if the rescanned area isn’t near the enemy, or even connected to the same contiguous area.
How can I prevent this from happening?
I injected a bunch of code trying to detect when exactly it does this accidental teleport inside of RichNavMeshAgent
, without success.