Hi Aron,
I’m using the A* pathfinding project pro for fairly simple ai pathfinding (always move to the player position). I’m spawning the map at runtime and only after the map has been spawned I run:
AstarPath.active.Scan();
GraphModifier.FindAllModifiers();
GraphModifier.TriggerEvent(GraphModifier.EventType.PostScan);
GraphModifier.TriggerEvent(GraphModifier.EventType.LatePostScan);
And then I spawn the ai pathfinders (which use the FollowerEntity script). Like you can see in the title it is working completely fine in the Unity editor (and the recast graph looks perfectly fine), but in the build some doorways and stairs become inaccessible for my ai agents. I even tried to manually put navlinks (the Link2 script) in the affected doorways but it seems like in the build my ai agents aren’t traversing navlinks at all.
I also tried it using the level pre-loaded and caching the graph before hand. I don’t think there’s anything out of the ordinary in the Player.log of the build.
Any idea what could be happening?