A* Pathfinding Project

Bug: turn off seeker draw gizmos property then the agent won't move


when turn off seeker draw gizmos property, it will repeatedly show warning:

Path Failed : Computation Time 0.00 ms Searched Nodes 0
Error: Canceled by script (Seeker.CancelCurrentPathRequest)

please see the video for more information

Test Code:

public class NavMoveBug : MonoBehaviour
    private const float POS_DISTANCE = 2f;

    public int bornNum;

    public GameObject AgentPrefab;
    public Transform posA;
    public Transform posB;
    public Button bornBtn;
    public Button moveToABtn;
    public Button moveToBBtn;

    private RichAI[] mAgentArray;

    private void Start()
        mAgentArray = new RichAI[bornNum];

    private void OnClickBornBtn()
        for (int i = 0; i < bornNum; i++)
            var go = Instantiate(AgentPrefab, GetRanPos(Vector3.zero), Quaternion.identity);
            mAgentArray[i] = go.GetComponent<RichAI>();

    private void OnClickMoveToABtn()
        for (int i = 0; i < bornNum; i++)
            mAgentArray[i].destination = GetRanPos(posA.position);

    private void OnClickMoveToBBtn()
        for (int i = 0; i < bornNum; i++)
            mAgentArray[i].destination = GetRanPos(posB.position);

    private Vector3 GetRanPos(Vector3 _centerPos)
        var pos = _centerPos;
        pos.x += Random.Range(-POS_DISTANCE, POS_DISTANCE);
        pos.z += Random.Range(-POS_DISTANCE, POS_DISTANCE);
        return pos;

Agent Setting:

A* Project Version: 4.3.14
Unity : 2019.3.3f1
OS: Mac


FYI: the bug also effect mobile release (Android IL2CPP).

so any quick fix for that bug would be appreciate.




I cannot replicate this. Are you sure you are not using any other scripts that affect the agent?


No, just a simple demo



I managed to replicate and fix this. The fix will be included in the next beta.
It was due to a very tricky object pooling bug.


I have now uploaded beta version 4.3.15 which fixes this issue.