Hello,
Testers have been playing my game and I get this nullreference VERY rarely. It seems to be when an agent in my scene toggles their own richAI script back on right before the game loads a new scene. Like I said this is very rare so it works 99% of the time.
I’ve gotten this error before but on scene load, because the apiath didn’t have an astarpath to look to. I’ve never gotten it on scene disable before.
NullReferenceException: No AstarPath object found in the scene. Make sure there is one or do not create paths in Awake
at Pathfinding.Path.Reset () [0x0000d] in <d9255a87dfac4ea89c780336ba2e66a4>:0
at Pathfinding.ABPath.Reset () [0x00001] in <d9255a87dfac4ea89c780336ba2e66a4>:0
at Pathfinding.Path.Pathfinding.IPathInternals.Reset () [0x00001] in <d9255a87dfac4ea89c780336ba2e66a4>:0
at Pathfinding.PathPool.GetPath[T] () [0x000c8] in <d9255a87dfac4ea89c780336ba2e66a4>:0
at Pathfinding.ABPath.Construct (UnityEngine.Vector3 start, UnityEngine.Vector3 end, Pathfinding.OnPathDelegate callback) [0x00001] in <d9255a87dfac4ea89c780336ba2e66a4>:0
at Pathfinding.AIBase.SearchPath () [0x0003d] in <d9255a87dfac4ea89c780336ba2e66a4>:0
at Pathfinding.RichAI.SearchPath () [0x00017] in <d9255a87dfac4ea89c780336ba2e66a4>:0
at Pathfinding.AIBase.Init () [0x0003a] in <d9255a87dfac4ea89c780336ba2e66a4>:0
at Pathfinding.AIBase.OnEnable () [0x0001b] in <d9255a87dfac4ea89c780336ba2e66a4>:0
UnityEngine.Behaviour:set_enabled(Behaviour, Boolean)
BobosWorld.BoboController_Navmesh:ToggleAIPath(Boolean)
BobosWorld.GardenBoboAITree:StopWaving()