'CompressAndRefineTile' function might be fundamentally wrong for NavMeshCut with the isDual enabled

  • 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.

(edit: the link https://forum.arongranberg.com/t/navmeshcut-with-the-isdual-option-enabled-sometimes-produces-unexpected-results/)

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?

I’ll tag Aron on this to review. I didn’t find anything when I was looking through the class myself, but my first thought is just reading up on it that disabling DelaunayRefinement may not be the play-- but that’s just me feeling the same way, that there’s something I’m not seeing. So I’ll have to ask Aron to let us know what the best options is here.

I edited your thread to have the link to the other thread btw.

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