- A* version: 5.3.3
- Unity version: 6000.0.40f1
When I retrieve two different verts from a TriangleMeshNode, they return the same value?
In the screen capture, the watch windows shows verts 0-4. They all have different values. In the lines above where the debug code has stopped (Yellow break;) I retrieve vert 2 into v0Pos and vert 4 into v1Pos, but both v0Pos and v1Pos are assigned the value of vert 2??
I am very confused. I know that sometimes you can look at a problem a hundred times and not see the issue in front of your nose. But I have stepped through this very carefully and I don’t think that is the case here.
Could you please explain why v1Pos is not assigned the value of vert[4]?
Edit 2: I found that TriangleMeshNode.GetVertices, returns the correct values for the three vertices. But still curious why GetVertex is returning an incorrect result as it might help me avoid any similar things, if they exist.
Edit: BTW, while I have your ear for a second. This code is part of a solution to find cover areas. I am looking through the recast graph for edges that only have a walkable area on one side. This allows me to identify holes in the recast graph. I can then search around these holes for cover positions (for NPC’s to hide behind when being attacked).
Are there are any high level functions in A* Pathfinding project to return holes in the recast graph?