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.

Hi Aron, how are you? please, any date to release this fix please?

There is the numbers of my game after this update, and back to previous version of this packet is so much work, please helpme :frowning:

Hi

I hope I’ll be able to release an update tomorrow. :slight_smile:

This problem still is not Fixed I am getting the same error