- 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
