Hi Aron, I’ve been running into serious stability issues with additively loaded recastgraphs. Interestingly things seemed to slowly be getting worst with recent versions of Unity, until 2020 where I’m getting crashes almost instantly.
I’m not doing any scanning/updating of graphs at runtime. I’m doing all my scanning in the editor, and saving to a byte file. My graphs are fairly large, about 4kx4k dimensions, and can be several megabytes in size.
I’m getting crashes in both my project and a completely empty one with nothing but the pathfinding asset while attempting to additively load a graph. I’ve attempted creating the graph several different ways, but always keeping it fairly large in size. I don’t believe it matters if there are any other AI updates going on (seekers and such).
Also, and I’m not sure if this is relevant, but in previous versions of Unity I noticed that I was more likely to crash if I spun the camera to view any potential graphs on the screen, almost like it was attempting to render the graph and encountering an error. I almost wonder if the graphs are still being updated somehow, based on what’s in the scene?
FYI, this is ONLY with standalone builds… in editor it’s always rock-solid. Very hard to try and debug, though disabling any threads seems to help narrow things down.
Edit: This might not be isolated to DeserializeGraphsAdditive, though that seems to cause more issues than DeserializeGraphs.