Error in build: NavGraph hasn't been generated yet or does not contain any nodes

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)

I should also note that this is using C# Recast, not C++

I got this error when I forgot to click the "Fix " check box after I added my mesh to the Source Mesh in the inspector.

Could you post a screenshot of your settings?
Also, make sure you are not caching the startup without having checked the ‘Nodes’ checkbox (if you are caching startup).

I tried to reproduce the error again, and I scanned, saved the scan to file, then generated a cache and it now works in the build. So I’m not really sure what I did differently this time. I did verify that “Save Node Data” was already checked. If I can get a reproducible test case I’ll post it here.

Okay