- A* version: 5.4.6
- Unity version: 6000.3.5f2
This is basically the same issue as reported in issue 18316(I can’t post links). Correct if I’m wrong, but the way I see it, the DelaunayRefinementwill always be an issue for dual NavMeshCuts, since it will just optimise the triangles that it can, including triangles that were generated because of the dual NavMeshCut.
In my project, I ended up disabling the merge optimisation – by setting the collinear variable to false. I don’t really have a solution for this other than maybe having a constrainedEdgesor something like that.
Is it safe to just disable DelaunayRefinement or can it cause some issue that I’m not seeing at the moment?