Since upgrading to Unity 6000.0.73f1, the graph visualization (the navmesh gizmos in the Scene view) no longer renders. It displayed correctly before the upgrade (on Unity 2022.3).
Setup:
A* Pathfinding Project version: 5.4.6
Unity: 6000.0.73f1
Graph type: Recast graph
Using FollowerEntity, tags, NavmeshCut and GraphUpdateScene.
What I’ve confirmed:
“Show Graphs” is enabled in the AstarPath inspector, and Gizmos are enabled in the Scene view.
Pathfinding itself works perfectly — agents navigate, and tags / NavmeshCut / GraphUpdateScene all behave correctly. Only the in-editor graph rendering is missing.
My own OnDrawGizmos code renders fine in the same scene, so the issue seems specific to A*'s graph drawing (the bundled Drawing/ALINE rendering path) rather than Scene-view gizmos in general.
I reimported the A* Pathfinding Project package — no change.
I see the following errors in the Console: Execute is not implemented, the pass Pathfinding.Drawing.AlineURPRenderPassFeature+AlineURPRenderPass won’t be executed in the current render loop.
Is this a known incompatibility with Unity 6000.0.73f1? Is a fix planned, or is there a workaround to restore the graph visualization in the meantime?
Do you also have ALINE installed standalone? I couldn’t replicate this myself in the same version of Unity in an empty project. If you can reproduce this in a blank project of the same version send those instructions over and I’ll see if I can confirm on my end
Thanks a lot for looking into it! You were right — I created a fresh project on the same Unity version, imported the package, and the graph visualization works perfectly there. So it’s not the package: something in my 2022 → Unity 6 migration is causing it on my project specifically.
I’ll dig into it on my side (clearing the Library, reimporting the package, checking the Burst/DOTS packages against my clean project). Wanted to close the loop in case it’s useful for you to note as a possible migration gotcha.
I’ve been noticing this same behavior since updating my project from Unity 6.0 to 6.3. I’ll open a scene that has an AstarPath object, and none of the navmesh overlays (the blue triangles, the white bounding box) for it will appear in the Scene View. Re-scanning doesn’t do anything.
If I then shut down Unity and reopen it, I’ll then see the gizmos as expected. And it’ll keep working for a while. I only use AStar in a few of my scenes, so most of the time I’m not opening scenes with AStar in them. Sorry I don’t have any more useful info to go on yet, but I figured I’d mention it. If I notice a pattern I’ll reply here. But the useful thing is that, at least in my case, reopening Unity temporarily resolves the issue.
Okay, I think I tracked down the reason this is happening. I noticed that the gizmos will display correctly after I restart Unity, but then eventually they’ll stop displaying again. The actual trigger appears to be exiting playmode. Upon exiting play mode, the gizmos will break until Unity is restarted again.
The reason appears to be DrawingManager.OnPlayModeStateChanged(). When exiting playmode, it calls OnChangingPlayMode, but nothing seems to turn those gizmos back on again? I’m not really sure the intent here, but if I comment out that code it seems to stop breaking the AStarPath gizmos.