The entity path is ignoring the tags from the RecastGraph

  • A* version: 5.3.1 pro
  • Unity version: 6000.0.24f1

Hi, I’m using a recast graph with RecastNavmeshModifier to define the tag for roads. As you can see in the screenshot, the road has been correctly recognized by the pathfinder (with tag visualization enabled, it’s the Blue area, while Green is the Terrain). However, even though the penalty is assigned to the entity, it seems it’s not actually being used during the path calculation.

Been getting exactly this issue. It just isn’t responsive.

This seems to indicate it’s an effortless implementation, but the feature just doesnt function when attempted. Maybe it’s a drawback or bug with recast graphs.

Hi

The FollowerEntity has had a known issue for a time that it will take penalties into account when calculating its path, but when it simplifies its path, it doesn’t take them into account.

I’m working on a fix for this. Hopefully it will be included in the next update.

Is there either A) a timeline for that fix, or B) a hacky hardcoding way to make it work for the timebeing that might break other things I may not care about?

Hopefully in the next week or two.

2 Likes

Ill be lurking like a ravenous shark

Any update on this yet? The other topic related to this seems to be a year old, has the issue been around that long? I had to switch to using the RichAI until this is resolved. Is there anything I can do on my end to force a quick fix?

An update was put out just today:

  • Fixed FollowerEntity would not take tags or penalties into account when simplifying its path on recast/navmesh graphs. This could cause it to move over high penalty areas that it should have avoided.

If only my patience had held out a moment longer. Just tested and it is indeed fixed!

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Haha well at least now you were able to get the patch same day :slight_smile: Vigilance can be rewarding! :smiley: