So it took me a bit of fudging (and a lot of logcat), but I finally got AStar 4 + Unity 2020.1a running on the Quest. The culprit: Something about the Burst-enabled recast scan gives Burst indigestion on mobile. Once I commented that bit out in the source, it worked! And performance wise? 30 agents recalculating every 500ms isn’t free, but it’s small enough that framerate stayed locked at 72!
My results:
What I’m having trouble with: So my agents are obviously fully physicalized and generally just doing their best to aim at the next point in the path and slam the throttle, but they’re… Well… Impolite. I can’t figure out how to make stop ramming each other though - RVO doesn’t seem to quite fit the mold, and using the ‘Alternative Paths’ modifier seems to generate random paths every single time so when I have it on, the agents just wobble indecisively in place. Tips?
Yeah, specifically RecastMeshGathererBurst.cs:82. It looks like it can’t be marshaled when burst is running on android. I’ll collect a more detail log later - compile times are a killer…
Thanks for the tips, I’ll follow up!
PS: To clarify, it’s JUST RecastMeshGathererBurst that fails. Every other burst-y function runs fine!
Thanks!
Would you mind posting the contents of that line in your version? The line numbers change between versions and they are also different between my dev version and the uploaded version.
Do you have the exact error message (if you have it logged somewhere)?