"This part should never be reached" has been reached in 5.4.6

I’m been getting errors in my grid graph since 5.4.6, it doesn’t happen every time I launch the game, but often. I have the ASTAR_GRID_NO_CUSTOM_CONNECTIONS compiler define.

AssertionException: Assertion failure. Value was Null
Expected: Value was not Null
UnityEngine.Assertions.Assert.Fail (System.String message, System.String userMessage) (at <ed2d546f2ee44b729486b69646ca06a6>:0)
UnityEngine.Assertions.Assert.IsNotNull[T] (T value, System.String message) (at <ed2d546f2ee44b729486b69646ca06a6>:0)
UnityEngine.Assertions.Assert.IsNotNull[T] (T value) (at <ed2d546f2ee44b729486b69646ca06a6>:0)
Pathfinding.ABPath.EndPointGridGraphSpecialCase (Pathfinding.Path+SearchContext& ctx, Pathfinding.NearestNodeConstraint nn, Pathfinding.NNInfo closestWalkableEndNode, UnityEngine.Vector3 originalEndPoint, System.Int32 targetIndex) (at ./Library/PackageCache/com.arongranberg.astar@85d89969624b/Pathfinders/ABPath.cs:274)
Pathfinding.ABPath.FindStartAndEndNodes (Pathfinding.Path+SearchContext& ctx, Pathfinding.NearestNodeConstraint& constraint) (at ./Library/PackageCache/com.arongranberg.astar@85d89969624b/Pathfinders/ABPath.cs:433)
Pathfinding.ABPath.Prepare (Pathfinding.Path+SearchContext& ctx) (at ./Library/PackageCache/com.arongranberg.astar@85d89969624b/Pathfinders/ABPath.cs:390)
Pathfinding.Path.Pathfinding.IPathInternals.Prepare (Pathfinding.Path+SearchContext& ctx) (at ./Library/PackageCache/com.arongranberg.astar@85d89969624b/Core/Pathfinding/Path.cs:1197)
Pathfinding.PathProcessor.CalculatePathsThreaded (Pathfinding.PathHandler pathHandler, Pathfinding.Sync.BlockableChannel`1+Receiver[T] receiver) (at ./Library/PackageCache/com.arongranberg.astar@85d89969624b/Core/Pathfinding/PathProcessor.cs:326)
UnityEngine.Debug:LogException(Exception)
Pathfinding.PathProcessor:CalculatePathsThreaded(PathHandler, Receiver) (at ./Library/PackageCache/com.arongranberg.astar@85d89969624b/Core/Pathfinding/PathProcessor.cs:395)
Pathfinding.<>c__DisplayClass27_0:<StartThreads>b__0() (at ./Library/PackageCache/com.arongranberg.astar@85d89969624b/Core/Pathfinding/PathProcessor.cs:122)
System.Threading.ThreadHelper:ThreadStart()

This happens after initially scanning the graph and using Seeker paths. Every agent in the game is stuck in-spot, but the grid graph is scanned. I also have a 2nd grid graph active at the same time (adding for completeness).

Thanks

Hi

Thank you for the bug report.

Can you post your graph settings and seeker settings?

Strange. It looks perfectly reasonable. Are you able to share a test project in which we can replicate the error?

Morning Aron,

I cannot replicate this in a sample project, apologies. The behaviour is likely being exposed by the more complex interactions of a real game. I am still presently stuck on 5.4.5. If there’s any specific infomation I can provide I’m happy to do so.

Thanks