A* version: 5.3.7 (pro)
Unity version: 2022.3.62f1
This bug is actively preventing me from building the project unless I use the attached workaround
Reproduction:
- Create a GameObject and attach the AstarPath script to it.
- Disable the script or the gameObject
a. You can do this in the inspector without the game running - Check the console and you’ll see the ObjectDisposedException exception.
Workaround:
- Try/catch around the offending area (NavmeshEdges.cs:31), where it disposes of the allocationLock
- I’d like to avoid this, hence the ticket
Additional notes:
- I don’t actively disable this script or anything, it throws when I swap scenes
- It’s preventing me from building without the workaround
- I’ve tried downgrading versions and best I can tell, this issue begins with all of 5.3.x
ObjectDisposedException: Cannot access a disposed object.
Object name: 'The NativeReference is already disposed.'.
Unity.Collections.NativeReference`1[T].CheckNotDisposed () (at ./Library/PackageCache/com.unity.collections@1.5.1/Unity.Collections/NativeReference.cs:349)
Unity.Collections.NativeReference`1[T].Dispose () (at ./Library/PackageCache/com.unity.collections@1.5.1/Unity.Collections/NativeReference.cs:128)
Pathfinding.NavmeshEdges.Dispose () (at ./Library/PackageCache/com.arongranberg.astar@5.3.7/Core/Misc/NavmeshEdges.cs:31)
Pathfinding.HierarchicalGraph.OnDisable () (at ./Library/PackageCache/com.arongranberg.astar@5.3.7/Core/Pathfinding/HierarchicalGraph.cs:110)
AstarPath.OnDisable () (at ./Library/PackageCache/com.arongranberg.astar@5.3.7/Core/AstarPath.cs:1348)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)