Hi. Not sure, if I found a bug. I use a recast graph with object filtering by layer. I set it to include two layers. In addition, one of these layers is set to UnwalkableSurface by LayerModifications. With that, I want to include all objects on both layers to calculate the graph. But the objects in the modifications layer to be not walkable on top of. WHen I scan the graph in the editor, I get the expected result. When I scan during runtime, the second layer (the modified one) is not respected at all; also not in graph scanning itself. The scene is identical in the editor and during playmode, but the results are different; expected to be the same.
The scan during runtime is done by AstarPath.active.Scan(); scanning all graphs, but the recast graph is the only one.
Any hint or help highly appreciated
My settings for the graph
Scan in Editor (mind the excluded and not walkable section (collider) on the right)
Scan during runtime, see the not respected layer settings or collider on the right