RecastGraph: Tags differ between editor Scan and runtime Scan (RecastGraph + NavMeshCut + GraphUpdateScene)

UnityVersion: 6000.2.6f2
A* Pro Version: 5.4.5
Hi,

I’m using a RecastGraph together with NavMeshCut and GraphUpdateScene.
GraphUpdateScene is only used to modify tags, and NavMeshCut and GraphUpdateScene areas do not overlap.

The issue is:

  • When I press Scan in the editor, the navmesh is generated correctly and tags inside the GraphUpdateScene area are applied properly.

  • But when I scan during runtime, navmesh tags inside the GraphUpdateScene area become different than when scanning in the editor.

To summarize:

Editor Scan → Correct tags
Runtime Scan → Tags become different inside the same GraphUpdateScene area

I’ve attached a video showing the difference between the editor scan and the in-game scan.
Scan Issue Example Video

It would be great if you could take a look and let me know how to fix this.

Thanks!

And this is with your graph visualization set to tags and not something like areas? Are you able to debug the value of the tag for the affected nodes in both situations? Also you brought up NavmeshCut- are you seeing different results without the NavmeshCut or something?

I’m attaching the Inspector settings in case it helps.
GraphColoring is correctly set to Tags.
The result is the same even without any NavmeshCut.

Show me your settings for your GraphUpdateScene? Not having success replicating this- my tags are the same both in Edit mode and Play mode