When I scan the scene in the editor it scans completely fine, but when I scan the scene during runtime using
AstarPath.active.Scan(recastGraph);
it’s full of can’t read mesh errors. I really don’t want to go enabling readability on every mesh because it’s a lot, I couldn’t even manage to change one for some reason, and then people say it’s not good for performance. And I don’t want to have a thousand of box colliders either, I should be able to use the mesh collider just fine right? Something tells me there’s a simple solution because as I said when I’m in the editor and hit scan it scans completely fine. Oh and this is trying with both rasterize meshes and rasterize colliders each at a time. EDIT: for some reason it works completely fine with grid graph, but I want to use recast
Thanks