GraphUpdateScene with Recast Graph doesn’t work

We are using 3.6 pro and Unity 5.0.
Below is the result after scan.

The GraphUpdateScene object:

The scene hierarchy:

What am I doing wrong?

By the way, I do the same thing with NavMesh Graph and it works well.

@aron_granberg

Here is the result using NavMesh Graph which is exported as obj file using “Export to .obj file” button in previous Recast Graph.

I’m still waiting for your solution. Please help. @aron_granberg

Hey @ZCloud:

I was posting on another ‘Recast Graph’ issue and I saw your post. I’m on 3.6 and Unity 4.5 and cannot duplicate the issue. You’ve probably already considered this but perhaps there is a GUS height issue or maybe you have some cutting going on in the same area (I’ve had those trip me up before)? If not, I suppose that points to a conflict with Unity 5.

I would also suspect that it’s the height of the graph update scene component that is doing it. Try to increase the “Min Bounds Height” setting.
It is a bit odd that it is working for navmesh graphs because the recast graph actually calls the navmesh graph code to update itself…

OK, I know why now…… It’s nothing about the height of the graph update scene component.
Look at the first picture and zoom in the area of it that should be unwalkable.

Do you guys see the red dots!?
The defalut size of these dots is 0.3 and they are too small In this scene. So I changed the size to 2.

Then the unwalkable nodes became distinct.

But there are still something missed. Where are the red trangles that marks the unwalkable sections?

Ah, it seems there is some inconsistency. The Navmesh graph draws unwalkable nodes as red, but the recast graph just draws them with their normal colors. I should fix this.

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