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





