NavMesh Generated Caches are bugged :(

Hey, I’d like to report a bug related to Graph caching. Steps to reproduce:

  1. Import A* Pathfinding Project Pro into empty Unity project

  2. Open NavmeshExample scene

  3. Launch the game, send the agent to left-most place of the map, wait to reach the destination.

  4. Send the agent to the right-most place of the map. Observe the intended path debugged with a green line - it’s nice

  5. Exit the game mode

  6. Select A* singleton, go into “Save & Load”, click Generate cache

  7. Launch the game with the cache available.

  8. Send agent to left-most place of the map, wait to reach the destination

  9. Send the agent to right-most place of the map. Observe the path is zig-zaggy and weird (not straight)

It looks like cache icorectly stores the indices of vertices

using Unity 2017.4.0f1
A* Pathfinding Project Pro 4.1.16

Had the issue for few months (purchased the asset about 2 months ago) but thought it was something with my mesh, so was postponing to write to forum

No cache:

With cache:

Hi

That indeed looks very buggy. I will look into this. Thanks for bringing it to my attention.

I have uploaded a new beta version (4.1.18) now which fixes this (or at least it will be uploaded in a few minutes).
You can download it from here: https://www.arongranberg.com/astar/download

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