- A* version: 5.3.7
- Unity version: 6000.0.32f1
I am trying to use NavmeshCut alongside RecastNavmeshModifier as described in the Tags/Penalties section.
I have NavmeshCut IsDual set to true.
RecastNavmeshModifier with WalkableSurfaceWithTag using a large box collider.
Using the Graph Coloring debug, I do not see the color change according to the tag being set and pathfinding ignores it.
Anothing thing I noticed is that NavmeshCut IsDual is cutting the navmesh differently. It looks like it misses some edges, which I think will mess up the tagging even if I get it to apply.
Any help would be much appreciated 
Did some digging and found that NavmeshCut.UsedForCut doesn’t ever seem to be called anymore.
I did manage to get something hacky sort of working using NavmeshCut.NotifyUpdated alongside a GraphUpdateScene, but as expected the IsDual edge issue causes the tag application to be problematic.
public class NavMeshTag : NavmeshCut
{
public GraphUpdateScene graphUpdateScene;
public override void NotifyUpdated(GridLookup<NavmeshClipper>.Root previousState)
{
base.NotifyUpdated(previousState);
StartCoroutine(WaitAndUpdate());
}
private IEnumerator WaitAndUpdate()
{
yield return new WaitForSeconds(1);
//Apply the tag to everything that was cut
graphUpdateScene.Apply();
Debug.Log("Applied");
}
}
*Nevermind, doing it this way causes tagged areas beside each other to be removed. I guess that was to be expected as it was warned in the docs 
I gave in and just added a separate graph for the enemy team so that I can just use NavmeshCut to block one team but not the other. Hopefully it doesn’t cause performance issues 
Also tried it on my end-- no success even though I swear I’ve done this exact setup before. I just get this geometry, but with a faint blue outline?
I’ll tag @aron_granberg on this to see if he has any suggestions