Unity throwing job system warnings when using scanning async

Hi there,

In my code I’m generating a LayeredGridGraph Like this:

    private void CreateAiNavGrid(){
        LayerGridGraph gg = AstarPath.active.data.AddGraph(typeof(LayerGridGraph)) as LayerGridGraph;
        gg.center = Vector3.zero;
        // deleted lines of code editing graph settings
        StartCoroutine(ScanGraphAsync());
    }

With the following coroutine:

    IEnumerator ScanGraphAsync () {
        foreach (Progress progress in AstarPath.active.ScanAsync()) {
            yield return null;
        }
        Debug.Log("Generated Grid Graph");
        navGridReady = true;
    }

However for some reason when using this approach Unity complains and outputs a warning log:

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak

This message appeared 6 times.

Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 11)

This messages appeared 2 times.

Its important to say the graph generates correctly and everything is fine with it
But when i switch to scanning synchronously the warning disappears.

Any idea whats happening?

Hi

I haven’t been able to replicate this. Can you reliably replicate this in the latest version?