GraphUpdate updates nodes outside of bounds

Hi,

My situation is the player can place buildings in the world, and each building updates the A* Graph, when it’s position is confirmed, using the bounds of the collider attached to the building. This is working well. However, we have it so that when a building’s position is confirmed, it automatically creates a new building next to the previous building.

The issue is that the new building is created before the GraphUpdate is processed for the previous building, and when the graph is updated it detects the new building. I don’t understand why this is the case as the colliders do not overlap or touch. Does the graphUpdateObject also update nearby nodes and is there anyway to disable that ability (so it only updates nodes which the GraphUpdateObject bounds overlaps).

Hi

Yes, it needs to update nearby nodes as well to be able to make sure everything works (e.g it is expended by the erosion as well as the diameter of the collision check).
I would suggest that you place the building in a separate layer or disable the collider while placing it.

I suspected that was the case. As you say, I’ll make some changes to work around this.

Thanks for the prompt reply!