Problems after upgrading to pro

Ok,

So after going through everything in the free version and confirming that this pathfinding system will work for my project. I went ahead and purchased the pro version especialy since the local avoidance in 3.2 will greatly improve things.

I then removed the free version and imported the pro version. Everything behaved fine at first. I then went into my scene to change it out from the grid graph to the layered grid graph. I then went to generate the cache for it and now get this error:

NullReferenceException: Object reference not set to an instance of an object Pathfinding.Serialize.AstarSerializer.SerializeNodeConnections (Int32 index) (at Assets/AstarPathfindingProject/Core/JsonSerializer.cs:273) Pathfinding.Serialize.AstarSerializer.SerializeNodes () (at Assets/AstarPathfindingProject/Core/JsonSerializer.cs:185) Pathfinding.AstarData.SerializeGraphsPart (Pathfinding.Serialize.AstarSerializer sr) (at Assets/AstarPathfindingProject/Core/AstarData.cs:259) Pathfinding.AstarData.SerializeGraphs (Pathfinding.Serialize.SerializeSettings settings, System.UInt32& checksum) (at Assets/AstarPathfindingProject/Core/AstarData.cs:243) Pathfinding.AstarData.SerializeGraphs (Pathfinding.Serialize.SerializeSettings settings) (at Assets/AstarPathfindingProject/Core/AstarData.cs:233) Pathfinding.AstarData.SaveCacheData (Pathfinding.Serialize.SerializeSettings settings) (at Assets/AstarPathfindingProject/Core/AstarData.cs:217) AstarPathEditor.DrawSerializationSettings () (at Assets/AstarPathfindingProject/Editor/AstarPathEditor.cs:1456) AstarPathEditor.DrawMainArea () (at Assets/AstarPathfindingProject/Editor/AstarPathEditor.cs:778) AstarPathEditor.OnInspectorGUI () (at Assets/AstarPathfindingProject/Editor/AstarPathEditor.cs:405) UnityEditor.InspectorWindow.DrawEditors (Boolean isRepaintEvent, UnityEditor.Editor[] editors, Boolean eyeDropperDirty) (at C:/BuildAgent/work/812c4f5049264fad/Editor/Mono/Inspector/InspectorWindow.cs:863) UnityEditor.DockArea:OnGUI()
The grid does generate, and navigates just fine if you let it generate at run time, but it just wont cache.
Next problem is the C++ raycast graph. When I generate try to generate the graph I get the following error: There was an error generating the graphs: System.ComponentModel.Win32Exception: ApplicationName='C:/Users/Public/Documents/Unity Projects/RTS/Assets/AstarPathfindingProject/recast', CommandLine='C:\\Users\\glenn\\AppData\\Local\\Temp\\recastMesh.obj 0.5 0.4 2 0.5 30 20 2 8 0.5', CurrentDirectory='' at System.Diagnostics.Process.Start_noshell (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) [0x00000] in :0 at System.Diagnostics.Process.Start_common (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) [0x00000] in :0 at System.Diagnostics.Process.Start () [0x00000] in :0 at (wrapper remoting-invoke-with-check) System.Diagnostics.Process:Start () at Pathfinding.RecastGraph.ScanCRecast () [0x002c1] in C:\\Users\\Public\\Documents\\Unity Projects\\RTS\\Assets\\AstarPathfindingProject\\Generators\\RecastGenerator.cs:437 at Pathfinding.RecastGraph.Scan () [0x0000b] in C:\\Users\\Public\\Documents\\Unity Projects\\RTS\\Assets\\AstarPathfindingProject\\Generators\\RecastGenerator.cs:274 at AstarPath+c__Iterator8.MoveNext () [0x00231] in C:\\Users\\Public\\Documents\\Unity Projects\\RTS\\Assets\\AstarPathfindingProject\\Core\\AstarPath.cs:1554 at AstarPath.MenuScan () [0x000d7] in C:\\Users\\Public\\Documents\\Unity Projects\\RTS\\Assets\\AstarPathfindingProject\\Core\\AstarPath.cs:1487

If you think this is a bug, please contact me on arongranberg.com (post a comment)

UnityEngine.Debug:LogError(Object)
AstarPath:MenuScan() (at Assets/AstarPathfindingProject/Core/AstarPath.cs:1491)
AstarPathEditor:OnInspectorGUI() (at Assets/AstarPathfindingProject/Editor/AstarPathEditor.cs:410)
UnityEditor.DockArea:OnGUI()

Looking at the error it seems like the ‘CommandLine’ value might be bad. As I do only see one single tick but that could just be a out put issue.

Next is probably something that I missed in the documents, but though I should point it out as I didn’t seem anything about it. When you got to Settings → Editor → Enable JavaScript, it breaks the Optimization feature. You end up getting this error “Directory does not exist (C:/Users/Public/Documents/Unity Projects/RTS/Assets/AstarPathfindingProject)” when you open the Optimization area.

Hi

First. There is a known bug that grid graphs will not cache very well. You can search the forum for a solution (there is an earlier post about it) or you could ask me for the dev. version.

C++ recast is not supported on Windows, only on OSX at the moment. Doesn’t a warning pop up? Maybe I added the warning only in the dev. version…

However I did not know that enable javascript breaks the optimization feature, thank you for that bug report. I will fix it for 3.2.

No there is no pop up warning for the C++ Recast. There is a warning if I build for Web, but not for windows.

As for the cache issue. I did search the forums to see if it was a known bug (all of these problems i did search), but none of the search results seemed relevant. I’ll go back through and actually read through all the posts.

The dev version would be nice. I really want to play with the local avoidance a bit.