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Recast Graph Error when trying to scan graph

Started running into an issue lately where when I try to scan the graph it throws up to around 1000 errors. I recently upgraded to 4.3.43 but I think it was happening in a previous version as well. Due to it apparently being a burst compiler error I’m not sure how I can find out what is causing this. I’ve included the error and some screenshots below and would appreciate any help with it I can get.

System.IndexOutOfRangeException: Index {0} is out of range of ‘{1}’ Length.
Thrown from job: Pathfinding.RecastGraph.JobBuildTileMesh
This Exception was thrown from a job compiled with Burst, which has limited exception support.
0x00007ffab131a6f2 (45a7c2fc83d765f2fc614ebc0df85a6) [RecastGenerator.cs:1716] Pathfinding.RecastGraph/JobBuildTileMesh::Unity.Jobs.IJobExtensions.JobStruct`1<Pathfinding.RecastGraph.JobBuildTileMesh>.Execute
0x00007ffab132beb1 (45a7c2fc83d765f2fc614ebc0df85a6) 016EEB62C4ECEE94
0x00007ff6da7b0d70 (Unity) ExecuteJob
0x00007ff6da7b1def (Unity) ForwardJobToManaged
0x00007ff6da7ad360 (Unity) JobQueue::Exec
0x00007ff6da7ad61a (Unity) JobQueue::ExecuteJobFromHighPriorityStack
0x00007ff6da7adba9 (Unity) JobQueue::ProcessJobs
0x00007ff6da7afbcf (Unity) JobQueue::WorkLoop
0x00007ff6da96ac3e (Unity) Thread::RunThreadWrapper
0x00007ffae52a7034 (KERNEL32) BaseThreadInitThunk
0x00007ffae6302651 (ntdll) RtlUserThreadStart

This image shows what happens in the scene view. The point graph seems to generate correctly but the recast graph gets part way in and then seems to fail.

And here are the settings on the pathfinder in the scene.


Hmm, sounds like a bug. I’ll investigate this.

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This might not actually be a bug with the pathfinding after all. I was working on the project some more and noticed there were some issues with my tile meshes. I had been using a blend file but when I switched to exporting as an fbx both that problem and the scanning problem went away. I’m guessing Unity was internally messing up when converting them to an fbx and causing both problems. Thanks for taking a look though :slight_smile:

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