[Bug] Recast graph scan produces missing triangles

  • A* version: 5.4.5
  • Unity version: 6000.2.0f1

I have a minimal reproducible case where mesh cutting produces a corrupted mesh. With different input parameters it often goes away, but I cannot tweak parameters due to procedural generation at runtime.

It seems that the algorithm is discarding a required node and keeps a wrong one (there is a thin triangle inside an obstacle).

A minimal scene you can download here

Two great bug finds, thanks for the repro scene on this one too! I’ll also tag Aron on this one.