At first I thought it was my project, maybe I broke something, so I imported A* 3.6 into a new project, tested both recast example scenes, not working.
Keep getting this error:
Path Failed : Computation Time 0.00 ms Searched Nodes 0
Error: Couldn't find close nodes to the start point or the end point
Path Number 45
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
AstarPath:LogPathResults(Path) (at C:\Unity Projects\AstarTest\Assets\AstarPathfindingProject\Core\AstarPath.cs:820)
<CalculatePaths>c__Iterator9:MoveNext() (at C:\Unity Projects\AstarTest\Assets\AstarPathfindingProject\Core\AstarPath.cs:2814)
AstarPath:Update() (at C:\Unity Projects\AstarTest\Assets\AstarPathfindingProject\Core\AstarPath.cs:862)
(Filename: C:/Unity Projects/AstarTest/Assets/AstarPathfindingProject/Core/AstarPath.cs Line: 820)
Sorry for the late answer, I have had a lot to do the last one and a half weeks, so I haven’t been able to answer many forum posts.
Ok, that’s very bad that it isn’t working. Are you seeing any other exceptions while loading the map?
Is it working if you build for OS X and/or webplayer?
And you explicitly specify 5.0.0f4, did it start to crash in that version or is was that just the version you happened to use?
Hm… Are you seeing a warning saying that some objects were using static batching and could thus not be included in the scan? It seems Unity statically batches a lot of stuff by default now.
I just tested it on osx and it works fine (I don’t have windows available right now).
Yes I am getting those warnings (see bellow), I tried turning off Static Batching in the Player Settings and it now works, I don’t think that is a permanent solution though.
Some meshes were statically batched. These meshes can not be used for navmesh calculation due to technical constraints.
During runtime scripts cannot access the data of meshes which have been statically batched.
One way to solve this problem is to use cached startup (Save & Load tab in the inspector) to only calculate the graph when the game is not playing.
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:LogWarning(Object)
Pathfinding.RecastGraph:GetSceneMeshes(Bounds, List`1, LayerMask, List`1) (at C:\Unity Projects\AstarTest\Assets\AstarPathfindingProject\Generators\RecastGenerator.cs:704)
Pathfinding.RecastGraph:CollectMeshes(List`1&, Bounds) (at C:\Unity Projects\AstarTest\Assets\AstarPathfindingProject\Generators\RecastGenerator.cs:2297)
Pathfinding.RecastGraph:ScanAllTiles(OnScanStatus) (at C:\Unity Projects\AstarTest\Assets\AstarPathfindingProject\Generators\RecastGenerator.cs:1245)
Pathfinding.RecastGraph:ScanTiledNavmesh(OnScanStatus) (at C:\Unity Projects\AstarTest\Assets\AstarPathfindingProject\Generators\RecastGenerator.cs:1187)
Pathfinding.RecastGraph:ScanInternal(OnScanStatus) (at C:\Unity Projects\AstarTest\Assets\AstarPathfindingProject\Generators\RecastGenerator.cs:1177)
AstarPath:ScanLoop(OnScanStatus) (at C:\Unity Projects\AstarTest\Assets\AstarPathfindingProject\Core\AstarPath.cs:2022)
AstarPath:Scan() (at C:\Unity Projects\AstarTest\Assets\AstarPathfindingProject\Core\AstarPath.cs:1939)
AstarPath:Awake() (at C:\Unity Projects\AstarTest\Assets\AstarPathfindingProject\Core\AstarPath.cs:1503)
(Filename: C:/Unity Projects/AstarTest/Assets/AstarPathfindingProject/Generators/RecastGenerator.cs Line: 704)
Well, I cannot do much about it. There is no way for my scripts to access the data after unity has statically batched it.
I would recommend that you use caching to calculate the graph in the editor where the data is still available (see Save & Load tab).
See http://arongranberg.com/astar/docs/save-load-graphs.php