With the latest version of AStar, we seem to getting consistent asserts when we transition from one scene to another.
During this transition, “public void OnDestroy ()” gets called and this kicks off the following assertion
if (!threads[i].Join (50)) {
Debug.LogError (“Could not terminate pathfinding thread[”+i+"] in 50ms, trying Thread.Abort");
threads[i].Abort ();
}
The only other time a thread is aborted is within “OnApplicationQuit”.
As far as we can tell, there are no ill effects from this forced Abort within OnDestroy(), but the fact that it was made a LogError by you does make us wonder.
Might scene transitions be a case where aborting the thread is the proper way of terminating AStar? Is there something to be done to ensure that AStar terminates properly when traveling from one scene to another, assuming that each scene has its own instance of AStar?
Thanks.