Scanning and caching graphs during build with PostProcessSceneAttribute

  • A* version: 5.3.1
  • Unity version: 6000.0.32f1

Hi I was just wondering if there is, or if anyone has, a solution for scanning graphs in scenes when building.
We want to scan graphs and cache them in the editor to not have all of our meshes read/write enabled at all times. And our scenes are quite large so it would be nice to keep the scanning on our side.
We have several people modifying the different scenes in our project at all times and when we make a new build we can easily forget scanning the graphs in all scenes.
Maybe we’re just lazy or are doing something wrong :sweat_smile: but it would be really nice to be able to scan and cache graphs in all scenes before we build using the PostProcessSceneAttribute. Is there an easy way using the A* API to do this or at least a way for us to implement it ourselves?

I’m pretty sure this is doable-- I’d check this page on saving and loading graphs if you haven’t yet. Moreover, in this section near the middle, it starts with the following line:

Graph data can be included in textassets for easier inclusion in the build.

So it sounds like there’s multiple options on how to go about this :slight_smile:

Yes, I already know about being able to storing the data in a file, what I want to know is if someone has made it easy to do this on their own when, like in my case, they’re building their project

Oh yeah, maybe I’m stupid but there already exists a part about Serializing graphs on your own.

That solves that, I guess :sweat_smile:

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