I’m having a very peculiar issue. I recently updated to Unity 2022.3.25f1 and A* Pathfinding Project Pro 5.0.9. I also updated my movement interaction for enemy agents to only call the aiPath.destination once per move request (previously was calling it in Update) or use AI Destination setter when gameObject/transform needs to be continuously tracked (ie. when the destination is not Vector2/3).
When used on their own, my agent pathfinding works well, regardless of the number of agents I throw in the scene, they keep following the player when need to, go to other coordinates etc. However when they’re members of my squad object (which sometimes changes parameters on the agents or directly asks them to move them to different locations) my whole pathfdinging suddenly get shut down shortly after initiating play mode. This means the paths dont’ seem to get updated (those visual debugging lines don’t have the blue circles in them for instance or they’re elsewhere than at the end of path). Weirdly enough, even if I drop completely fresh unrelated agent to the scene, they can’t move either. This is the same regardless of whether they use the AI Destination setter either, so even the agents that have transform properly set in their AI Destination Setter (which should be updating every frame) are not able to move. Sometimes the agents that would like to move through a path just circle in a small less than 1 unit circle while not being able to move further.
My project is a 2D one using Grid graph. I’m using aiPath scripts on them with Seekers (obviously), AI Destionation Setters, Simple Smooth Modifiers and RVO Controllers - disabling the latter two seemingly had no effect to the issue. I’ve unticked the “Stop when destination is crowded” option. From the debug options it seems that the agents are stuck in various different steps - some have reached an end of path but not the destionation, some have path pending and don’t even start to calculate it (especially if I insert completely fresh unit).
Obviously I’ve gone through my squad script but it seems to not be doing anything that would explain this, in fact it’s not doing anything at all at this point and the agents are completely trying to move according to their own AI but no avail. Weirdly enough I also discovered if I hit the scan button on the A* gameObject with the gridgraph, that causes every agent to move one like one segment of the path, then stop again.
I’ve been stuck on this for a week now and would really appreciate anything I could do to start figuring out what’s causing this, thanks for any help!