The erosion feature is great in 90% of cases. But then sometimes you need things like walls placed next to water. And since water needs to be a tag, the erosion from the wall overwrites the water tag. Making it walkable.
Is there some way I can decide whether to apply erosion or not when registering the collider at runtime?
I also always have issues with erosion not being properly cleared when clearing a collider at runtime, only like 90% of the erosion is cleared. Is this a known issue?
Clear collider code:
Bounds bounds = obstacleSurfaces[0].bounds;
obstacleSurfaces[0].isTrigger = true;
if (obstacleSurfaces.Length > 1)
{
for (int i = 1; i < obstacleSurfaces.Length; i++)
{
obstacleSurfaces[i].isTrigger = true;
bounds.Encapsulate(obstacleSurfaces[i].bounds);
}
}
NavigationManager.Instance.UpdateGridGraph(bounds);
public void UpdateGridGraph(Bounds bounds)
{
var guo = new GraphUpdateObject(bounds);
guo.updatePhysics = true;
AstarPath.active.UpdateGraphs(guo);
}