I’m again back with some of GraphUpdateScene issues .
The graph updates that I place during runtime ends up updating nodes outside of it’s bounds, which were updated by other graph update.
Take a look here, this is my initial cut which is placed in the scene and is performed immediately on start:
When I place in game another cut+graph update, the vertices modified by original cut has it’s walkability and tag reset (marked with green):
Any suggestions how should I resolve this? The cuts+graph update which are there from the start seems to work fine, regardless how close they are, so I have a feeling there is probably some setup I can do that should avoid this situation.
So if I understand this correctly this seems to be caused by the fact, that tiles are reloaded when the cut happens, and nodes are destroyed as a result. They are then recreated, but the walkability and tag information is not propagated unfortunately.
This seems like a bug to me.