Cached nav mesh loading issues on IPad

Hi,

Approximately every 5 times I run the game on IPad the nav mesh will not load and I get the following exception:

Ionic.Zip.ZipException: Cannot read that as a ZipFile —> System.TypeInitializationException: An exception was thrown by the type initializer for Ionic.Zip.SharedUtilities —> System.InvalidCastException: Cannot cast from source type to destination type.

I’ve tried the suggestions here, but they don’t seem to help: http://arongranberg.com/astar/docs/iphone.php

Do you know what the problem might be?

Thanks.

Every one out of five times… is that the same build or five different builds?

It’s the same build.

Weird…
Are you loading it manually or just using cached startup?
Also, what happens if you do not use cached startup (in case you are using it)?
And you are not overwriting that file with anything?

Also, you are not using bytecode stripping, right?

Just using cacheStartup with data_cachedStartup generated (i’ve no local updates to the loading process). Without cache startup, problems are encountered because static batching stops the nav mesh getting generated.

Build stripping is disabled.

What file could be getting overwritten?

I should have mentioned that I’m not on the latest version. According to changelog.cs i’m using version 3.2.6.

Hm…
I really have no idea what is going on here.
Make sure you have done everything listed here: http://arongranberg.com/astar/docs/iphone.php

Try creating a new scene and see if the issue still exists.