Exception: Axis-aligned connection not found

Hi Aron, I am get this error!:

Exception: Axis-aligned connection not found
at Pathfinding.PathTracer.RemoveGridPathDiagonals (Pathfinding.Funnel+PathPart[] parts, System.Int32 partIndex, Pathfinding.Util.CircularBuffer1[Pathfinding.GraphNode]& path, Pathfinding.NNConstraint nnConstraint, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path pathObject) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.PathTracer.SetPath (System.Collections.Generic.List1[T] parts, System.Collections.Generic.List1[T] nodes, UnityEngine.Vector3 unclampedStartPoint, UnityEngine.Vector3 unclampedEndPoint, Pathfinding.Util.NativeMovementPlane movementPlane, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path path) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.PathTracer.SetPath (Pathfinding.ABPath path, Pathfinding.Util.NativeMovementPlane movementPlane) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.ManagedState.SetPath (Pathfinding.Path path, Pathfinding.ECS.ManagedState state, Pathfinding.ECS.AgentMovementPlane& movementPlane, Pathfinding.ECS.DestinationPoint& destination) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.JobRepairPath.Execute (Unity.Transforms.LocalTransform& transform, Pathfinding.ECS.MovementState& state, Pathfinding.ECS.AgentCylinderShape& shape, Pathfinding.ECS.AgentMovementPlane& movementPlane, Pathfinding.ECS.DestinationPoint& destination, Pathfinding.ECS.ManagedState managedState, Pathfinding.ECS.MovementSettings& settings, Unity.Collections.NativeList1[T] nextCornersScratch, Unity.Collections.NativeArray1[System.Int32]& indicesScratch, Unity.Collections.Allocator allocator, System.Boolean onlyApplyPendingPaths) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.JobRepairPath.Execute (Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.JobChunkExtensions+JobChunkProducer1[T].ExecuteInternal (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.JobChunkExtensions+JobChunkProducer1+ExecuteJobFunction[T].Invoke (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <00000000000000000000000000000000>:0 Pathfinding.ECS.ManagedState:SetPath(Path, ManagedState, AgentMovementPlane&, DestinationPoint&) Pathfinding.ECS.JobRepairPath:Execute(LocalTransform&, MovementState&, AgentCylinderShape&, AgentMovementPlane&, DestinationPoint&, ManagedState, MovementSettings&, NativeList1, NativeArray1&, Allocator, Boolean) Pathfinding.ECS.JobRepairPath:Execute(ArchetypeChunk&, Int32, Boolean, v128&) Unity.Entities.JobChunkProducer1:ExecuteInternal(JobChunkWrapper1&, IntPtr, JobRanges&, Int32) Unity.Entities.ExecuteJobFunction:Invoke(JobChunkWrapper1&, IntPtr, IntPtr, JobRanges&, Int32)

Exception: Axis-aligned connection not found
at Pathfinding.PathTracer.RemoveGridPathDiagonals (Pathfinding.Funnel+PathPart[] parts, System.Int32 partIndex, Pathfinding.Util.CircularBuffer1[Pathfinding.GraphNode]& path, Pathfinding.NNConstraint nnConstraint, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path pathObject) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.PathTracer.SetPath (System.Collections.Generic.List1[T] parts, System.Collections.Generic.List1[T] nodes, UnityEngine.Vector3 unclampedStartPoint, UnityEngine.Vector3 unclampedEndPoint, Pathfinding.Util.NativeMovementPlane movementPlane, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path path) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.PathTracer.SetPath (Pathfinding.ABPath path, Pathfinding.Util.NativeMovementPlane movementPlane) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.ManagedState.SetPath (Pathfinding.Path path, Pathfinding.ECS.ManagedState state, Pathfinding.ECS.AgentMovementPlane& movementPlane, Pathfinding.ECS.DestinationPoint& destination) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.JobRepairPath.Execute (Unity.Transforms.LocalTransform& transform, Pathfinding.ECS.MovementState& state, Pathfinding.ECS.AgentCylinderShape& shape, Pathfinding.ECS.AgentMovementPlane& movementPlane, Pathfinding.ECS.DestinationPoint& destination, Pathfinding.ECS.ManagedState managedState, Pathfinding.ECS.MovementSettings& settings, Unity.Collections.NativeList1[T] nextCornersScratch, Unity.Collections.NativeArray1[System.Int32]& indicesScratch, Unity.Collections.Allocator allocator, System.Boolean onlyApplyPendingPaths) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.JobRepairPath.Execute (Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.JobChunkExtensions+JobChunkProducer1[T].ExecuteInternal (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.JobChunkExtensions+JobChunkProducer1+ExecuteJobFunction[T].Invoke (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <00000000000000000000000000000000>:0 Pathfinding.ECS.ManagedState:SetPath(Path, ManagedState, AgentMovementPlane&, DestinationPoint&) Pathfinding.ECS.JobRepairPath:Execute(LocalTransform&, MovementState&, AgentCylinderShape&, AgentMovementPlane&, DestinationPoint&, ManagedState, MovementSettings&, NativeList1, NativeArray1&, Allocator, Boolean) Pathfinding.ECS.JobRepairPath:Execute(ArchetypeChunk&, Int32, Boolean, v128&) Unity.Entities.JobChunkProducer1:ExecuteInternal(JobChunkWrapper1&, IntPtr, JobRanges&, Int32) Unity.Entities.ExecuteJobFunction:Invoke(JobChunkWrapper1&, IntPtr, IntPtr, JobRanges&, Int32)

Exception: Axis-aligned connection not found
at Pathfinding.PathTracer.RemoveGridPathDiagonals (Pathfinding.Funnel+PathPart[] parts, System.Int32 partIndex, Pathfinding.Util.CircularBuffer1[Pathfinding.GraphNode]& path, Pathfinding.NNConstraint nnConstraint, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path pathObject) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.PathTracer.SetPath (System.Collections.Generic.List1[T] parts, System.Collections.Generic.List1[T] nodes, UnityEngine.Vector3 unclampedStartPoint, UnityEngine.Vector3 unclampedEndPoint, Pathfinding.Util.NativeMovementPlane movementPlane, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path path) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.PathTracer.SetPath (Pathfinding.ABPath path, Pathfinding.Util.NativeMovementPlane movementPlane) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.ManagedState.SetPath (Pathfinding.Path path, Pathfinding.ECS.ManagedState state, Pathfinding.ECS.AgentMovementPlane& movementPlane, Pathfinding.ECS.DestinationPoint& destination) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.JobRepairPath.Execute (Unity.Transforms.LocalTransform& transform, Pathfinding.ECS.MovementState& state, Pathfinding.ECS.AgentCylinderShape& shape, Pathfinding.ECS.AgentMovementPlane& movementPlane, Pathfinding.ECS.DestinationPoint& destination, Pathfinding.ECS.ManagedState managedState, Pathfinding.ECS.MovementSettings& settings, Unity.Collections.NativeList1[T] nextCornersScratch, Unity.Collections.NativeArray1[System.Int32]& indicesScratch, Unity.Collections.Allocator allocator, System.Boolean onlyApplyPendingPaths) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.JobRepairPath.Execute (Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.JobChunkExtensions+JobChunkProducer1[T].ExecuteInternal (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.JobChunkExtensions+JobChunkProducer1+ExecuteJobFunction[T].Invoke (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.EntityAccess1[T].Update (Unity.Entities.EntityManager entityManager) [0x00000] in <00000000000000000000000000000000>:0
at Pathfinding.FollowerEntity…cctor () [0x00000] in <00000000000000000000000000000000>:0
at Pathfinding.FollowerEntity.get_rvoSettings () [0x00000] in <00000000000000000000000000000000>:0
at UnitsRTS.Empires.Base.Unit.SetupPositionXZ () [0x00000] in <00000000000000000000000000000000>:0
Pathfinding.ECS.ManagedState:SetPath(Path, ManagedState, AgentMovementPlane&, DestinationPoint&)
Pathfinding.ECS.JobRepairPath:Execute(LocalTransform&, MovementState&, AgentCylinderShape&, AgentMovementPlane&, DestinationPoint&, ManagedState, MovementSettings&, NativeList1, NativeArray1&, Allocator, Boolean)
Pathfinding.ECS.JobRepairPath:Execute(ArchetypeChunk&, Int32, Boolean, v128&)
Unity.Entities.JobChunkProducer1:ExecuteInternal(JobChunkWrapper1&, IntPtr, JobRanges&, Int32)
Unity.Entities.ExecuteJobFunction:Invoke(JobChunkWrapper1&, IntPtr, IntPtr, JobRanges&, Int32) Pathfinding.ECS.EntityAccess1:Update(EntityManager)
Pathfinding.FollowerEntity:.cctor()
Pathfinding.FollowerEntity:get_rvoSettings()
UnitsRTS.Empires.Base.Unit:SetupPositionXZ()

Exception: Axis-aligned connection not found
at Pathfinding.PathTracer.RemoveGridPathDiagonals (Pathfinding.Funnel+PathPart[] parts, System.Int32 partIndex, Pathfinding.Util.CircularBuffer1[Pathfinding.GraphNode]& path, Pathfinding.NNConstraint nnConstraint, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path pathObject) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.PathTracer.SetPath (System.Collections.Generic.List1[T] parts, System.Collections.Generic.List1[T] nodes, UnityEngine.Vector3 unclampedStartPoint, UnityEngine.Vector3 unclampedEndPoint, Pathfinding.Util.NativeMovementPlane movementPlane, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path path) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.PathTracer.SetPath (Pathfinding.ABPath path, Pathfinding.Util.NativeMovementPlane movementPlane) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.ManagedState.SetPath (Pathfinding.Path path, Pathfinding.ECS.ManagedState state, Pathfinding.ECS.AgentMovementPlane& movementPlane, Pathfinding.ECS.DestinationPoint& destination) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.JobRepairPath.Execute (Unity.Transforms.LocalTransform& transform, Pathfinding.ECS.MovementState& state, Pathfinding.ECS.AgentCylinderShape& shape, Pathfinding.ECS.AgentMovementPlane& movementPlane, Pathfinding.ECS.DestinationPoint& destination, Pathfinding.ECS.ManagedState managedState, Pathfinding.ECS.MovementSettings& settings, Unity.Collections.NativeList1[T] nextCornersScratch, Unity.Collections.NativeArray1[System.Int32]& indicesScratch, Unity.Collections.Allocator allocator, System.Boolean onlyApplyPendingPaths) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.JobRepairPath.Execute (Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.JobChunkExtensions+JobChunkProducer1[T].ExecuteInternal (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <00000000000000000000000000000000>:0 at Unity.Entities.JobChunkExtensions+JobChunkProducer1+ExecuteJobFunction[T].Invoke (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.EntityAccess1[T].Update (Unity.Entities.EntityManager entityManager) [0x00000] in <00000000000000000000000000000000>:0
at Pathfinding.FollowerEntity…cctor () [0x00000] in <00000000000000000000000000000000>:0
at Pathfinding.FollowerEntity.get_rvoSettings () [0x00000] in <00000000000000000000000000000000>:0
at UnitsRTS.Empires.Base.Unit.SetupPositionXZ () [0x00000] in <00000000000000000000000000000000>:0
Pathfinding.ECS.ManagedState:SetPath(Path, ManagedState, AgentMovementPlane&, DestinationPoint&)
Pathfinding.ECS.JobRepairPath:Execute(LocalTransform&, MovementState&, AgentCylinderShape&, AgentMovementPlane&, DestinationPoint&, ManagedState, MovementSettings&, NativeList1, NativeArray1&, Allocator, Boolean)
Pathfinding.ECS.JobRepairPath:Execute(ArchetypeChunk&, Int32, Boolean, v128&)
Unity.Entities.JobChunkProducer1:ExecuteInternal(JobChunkWrapper1&, IntPtr, JobRanges&, Int32)
Unity.Entities.ExecuteJobFunction:Invoke(JobChunkWrapper1&, IntPtr, IntPtr, JobRanges&, Int32) Pathfinding.ECS.EntityAccess1:Update(EntityManager)
Pathfinding.FollowerEntity:.cctor()
Pathfinding.FollowerEntity:get_rvoSettings()
UnitsRTS.Empires.Base.Unit:SetupPositionXZ()

this is my code:

This problem is shut down my online servers, because each entity logs this in console, then the server full his ram in console out put

I remove the modification of rvoSettings and now
There is a new variation of this error:

Exception: Axis-aligned connection not found
at Pathfinding.PathTracer.RemoveGridPathDiagonals (Pathfinding.Funnel+PathPart[] parts, System.Int32 partIndex, Pathfinding.Util.CircularBuffer1[Pathfinding.GraphNode]& path, Pathfinding.NNConstraint nnConstraint, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path pathObject) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.PathTracer.SetPath (System.Collections.Generic.List1[T] parts, System.Collections.Generic.List1[T] nodes, UnityEngine.Vector3 unclampedStartPoint, UnityEngine.Vector3 unclampedEndPoint, Pathfinding.Util.NativeMovementPlane movementPlane, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path path) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.PathTracer.SetPath (Pathfinding.ABPath path, Pathfinding.Util.NativeMovementPlane movementPlane) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.ManagedState.SetPath (Pathfinding.Path path, Pathfinding.ECS.ManagedState state, Pathfinding.ECS.AgentMovementPlane& movementPlane, Pathfinding.ECS.DestinationPoint& destination) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.JobRepairPath.Execute (Unity.Transforms.LocalTransform& transform, Pathfinding.ECS.MovementState& state, Pathfinding.ECS.AgentCylinderShape& shape, Pathfinding.ECS.AgentMovementPlane& movementPlane, Pathfinding.ECS.DestinationPoint& destination, Unity.Entities.EnabledRefRW1[T] readyToTraverseOffMeshLink, Pathfinding.ECS.ManagedState managedState, Pathfinding.ECS.MovementSettings& settings, Unity.Collections.NativeList1[T] nextCornersScratch, Unity.Collections.NativeArray1[System.Int32]& indicesScratch, Unity.Collections.Allocator allocator, System.Boolean onlyApplyPendingPaths) [0x00000] in <00000000000000000000000000000000>:0
at Pathfinding.ECS.JobRepairPath.Execute (Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) [0x00000] in <00000000000000000000000000000000>:0
at Unity.Entities.JobChunkExtensions+JobChunkProducer1[T].ExecuteInternal (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <00000000000000000000000000000000>:0
at Unity.Entities.JobChunkExtensions+JobChunkProducer1+ExecuteJobFunction[T].Invoke (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <00000000000000000000000000000000>:0
Pathfinding.ECS.ManagedState:SetPath(Path, ManagedState, AgentMovementPlane&, DestinationPoint&)
Pathfinding.ECS.JobRepairPath:Execute(LocalTransform&, MovementState&, AgentCylinderShape&, AgentMovementPlane&, DestinationPoint&, EnabledRefRW1, ManagedState, MovementSettings&, NativeList1, NativeArray1&, Allocator, Boolean) Pathfinding.ECS.JobRepairPath:Execute(ArchetypeChunk&, Int32, Boolean, v128&) Unity.Entities.JobChunkProducer1:ExecuteInternal(JobChunkWrapper1&, IntPtr, JobRanges&, Int32) Unity.Entities.ExecuteJobFunction:Invoke(JobChunkWrapper1&, IntPtr, IntPtr, JobRanges&, Int32)

Exception: Axis-aligned connection not found
at Pathfinding.PathTracer.RemoveGridPathDiagonals (Pathfinding.Funnel+PathPart[] parts, System.Int32 partIndex, Pathfinding.Util.CircularBuffer1[Pathfinding.GraphNode]& path, Pathfinding.NNConstraint nnConstraint, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path pathObject) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.PathTracer.SetPath (System.Collections.Generic.List1[T] parts, System.Collections.Generic.List1[T] nodes, UnityEngine.Vector3 unclampedStartPoint, UnityEngine.Vector3 unclampedEndPoint, Pathfinding.Util.NativeMovementPlane movementPlane, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path path) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.PathTracer.SetPath (Pathfinding.ABPath path, Pathfinding.Util.NativeMovementPlane movementPlane) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.ManagedState.SetPath (Pathfinding.Path path, Pathfinding.ECS.ManagedState state, Pathfinding.ECS.AgentMovementPlane& movementPlane, Pathfinding.ECS.DestinationPoint& destination) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.JobRepairPath.Execute (Unity.Transforms.LocalTransform& transform, Pathfinding.ECS.MovementState& state, Pathfinding.ECS.AgentCylinderShape& shape, Pathfinding.ECS.AgentMovementPlane& movementPlane, Pathfinding.ECS.DestinationPoint& destination, Unity.Entities.EnabledRefRW1[T] readyToTraverseOffMeshLink, Pathfinding.ECS.ManagedState managedState, Pathfinding.ECS.MovementSettings& settings, Unity.Collections.NativeList1[T] nextCornersScratch, Unity.Collections.NativeArray1[System.Int32]& indicesScratch, Unity.Collections.Allocator allocator, System.Boolean onlyApplyPendingPaths) [0x00000] in <00000000000000000000000000000000>:0
at Pathfinding.ECS.JobRepairPath.Execute (Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) [0x00000] in <00000000000000000000000000000000>:0
at Unity.Entities.JobChunkExtensions+JobChunkProducer1[T].ExecuteInternal (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <00000000000000000000000000000000>:0
at Unity.Entities.JobChunkExtensions+JobChunkProducer1+ExecuteJobFunction[T].Invoke (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <00000000000000000000000000000000>:0
Pathfinding.ECS.ManagedState:SetPath(Path, ManagedState, AgentMovementPlane&, DestinationPoint&)
Pathfinding.ECS.JobRepairPath:Execute(LocalTransform&, MovementState&, AgentCylinderShape&, AgentMovementPlane&, DestinationPoint&, EnabledRefRW1, ManagedState, MovementSettings&, NativeList1, NativeArray1&, Allocator, Boolean) Pathfinding.ECS.JobRepairPath:Execute(ArchetypeChunk&, Int32, Boolean, v128&) Unity.Entities.JobChunkProducer1:ExecuteInternal(JobChunkWrapper1&, IntPtr, JobRanges&, Int32) Unity.Entities.ExecuteJobFunction:Invoke(JobChunkWrapper1&, IntPtr, IntPtr, JobRanges&, Int32)

Exception: Axis-aligned connection not found
at Pathfinding.PathTracer.RemoveGridPathDiagonals (Pathfinding.Funnel+PathPart[] parts, System.Int32 partIndex, Pathfinding.Util.CircularBuffer1[Pathfinding.GraphNode]& path, Pathfinding.NNConstraint nnConstraint, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path pathObject) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.PathTracer.SetPath (System.Collections.Generic.List1[T] parts, System.Collections.Generic.List1[T] nodes, UnityEngine.Vector3 unclampedStartPoint, UnityEngine.Vector3 unclampedEndPoint, Pathfinding.Util.NativeMovementPlane movementPlane, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path path) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.PathTracer.SetPath (Pathfinding.ABPath path, Pathfinding.Util.NativeMovementPlane movementPlane) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.ManagedState.SetPath (Pathfinding.Path path, Pathfinding.ECS.ManagedState state, Pathfinding.ECS.AgentMovementPlane& movementPlane, Pathfinding.ECS.DestinationPoint& destination) [0x00000] in <00000000000000000000000000000000>:0 at Pathfinding.ECS.JobRepairPath.Execute (Unity.Transforms.LocalTransform& transform, Pathfinding.ECS.MovementState& state, Pathfinding.ECS.AgentCylinderShape& shape, Pathfinding.ECS.AgentMovementPlane& movementPlane, Pathfinding.ECS.DestinationPoint& destination, Unity.Entities.EnabledRefRW1[T] readyToTraverseOffMeshLink, Pathfinding.ECS.ManagedState managedState, Pathfinding.ECS.MovementSettings& settings, Unity.Collections.NativeList1[T] nextCornersScratch, Unity.Collections.NativeArray1[System.Int32]& indicesScratch, Unity.Collections.Allocator allocator, System.Boolean onlyApplyPendingPaths) [0x00000] in <00000000000000000000000000000000>:0
at Pathfinding.ECS.JobRepairPath.Execute (Unity.Entities.ArchetypeChunk& chunk, System.Int32 unfilteredChunkIndex, System.Boolean useEnabledMask, Unity.Burst.Intrinsics.v128& chunkEnabledMask) [0x00000] in <00000000000000000000000000000000>:0
at Unity.Entities.JobChunkExtensions+JobChunkProducer1[T].ExecuteInternal (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <00000000000000000000000000000000>:0
at Unity.Entities.JobChunkExtensions+JobChunkProducer1+ExecuteJobFunction[T].Invoke (Unity.Entities.JobChunkExtensions+JobChunkWrapper1[T]& jobWrapper, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, Unity.Jobs.LowLevel.Unsafe.JobRanges& ranges, System.Int32 jobIndex) [0x00000] in <00000000000000000000000000000000>:0
Pathfinding.ECS.ManagedState:SetPath(Path, ManagedState, AgentMovementPlane&, DestinationPoint&)
Pathfinding.ECS.JobRepairPath:Execute(LocalTransform&, MovementState&, AgentCylinderShape&, AgentMovementPlane&, DestinationPoint&, EnabledRefRW1, ManagedState, MovementSettings&, NativeList1, NativeArray1&, Allocator, Boolean) Pathfinding.ECS.JobRepairPath:Execute(ArchetypeChunk&, Int32, Boolean, v128&) Unity.Entities.JobChunkProducer1:ExecuteInternal(JobChunkWrapper1&, IntPtr, JobRanges&, Int32) Unity.Entities.ExecuteJobFunction:Invoke(JobChunkWrapper1&, IntPtr, IntPtr, JobRanges&, Int32)

Thanks! I’ll investigate this.

If you have more details about exactly when this happens, that would be useful.

This happen when I create units that appear enclosed between obstacles and them cant execute the path that i set just after creation
.

Hi Aron, some update about this? two weeks left to release my game, but is shut down all my games server, please helpme

Hi

Yes, I think I managed to fix it yesterday. I’ll release an update soon.

Thanks Aron, I wish know how you fix that, because I found that you have a print of an exception, then, do you fix the internal bug? or only remove the exception print?

because I remove the exception print but the overload in the CPU still.

I have fixed the root cause of it.