In my builds, I am seeing some strange behavior in the Player.log file. Specifically I see the normal startup, scanning, etc. but when I try to do any seeking I get the error “NavGraph hasn’t been generated yet or does not contain any nodes”. This works most of the time in the editor, occasionally I see the same error there as well but it is 100% reproducible in a build. Since I can path around in the editor I’m fairly certain my recast navmesh was generated correctly. Is there a step involved in packaging your recast data so that it is accessible in the build?
Scanning - Process took 25 ms to complete(Filename: /Applications/buildAgent/work/812c4f5049264fad/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 43)
Starting pathfinding thread 0
(Filename: /Applications/buildAgent/work/812c4f5049264fad/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 43)
Starting pathfinding thread 1
(Filename: /Applications/buildAgent/work/812c4f5049264fad/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 43)
Starting pathfinding thread 2
(Filename: /Applications/buildAgent/work/812c4f5049264fad/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 43)
Starting pathfinding thread 3
(Filename: /Applications/buildAgent/work/812c4f5049264fad/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 43)
NavGraph hasn’t been generated yet or does not contain any nodes
(Filename: /Applications/buildAgent/work/812c4f5049264fad/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 43)
NavGraph hasn’t been generated yet or does not contain any nodes
(Filename: /Applications/buildAgent/work/812c4f5049264fad/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 43)
Couldn’t find close nodes to either the start or the end (start = False end = False)