Update Navmesh Cut cause stack overflow

Hi @aron_granberg

I try to place navmesh cut into my Recast graph and after calling ForceUpdate the editor immediately crash and this is the error that I have.

I’m using the lasted alpha version which is 4.3.98.

Please take a look. Thank you!

StackOverflowException: The requested operation caused a stack overflow.
at Pathfinding.Poly2Tri.FixedArray31[T].get_Item (System.Int32 index) <0x16e7aee5d80 + 0x00008> in <07aca9e84ffe412bbfb50d0962eb64f2>:0 at Pathfinding.Poly2Tri.FixedArray31[T].IndexOf (T value) [0x00007] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DelaunayTriangle.IndexOf (Pathfinding.Poly2Tri.TriangulationPoint p) [0x00000] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DelaunayTriangle.PointCWFrom (Pathfinding.Poly2Tri.TriangulationPoint point) [0x00000] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DelaunayTriangle.OppositePoint (Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00000] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipScanEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle flipTriangle, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x0000a] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00115] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipScanEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle flipTriangle, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00066] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00115] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipScanEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle flipTriangle, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00066] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00115] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipScanEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle flipTriangle, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00066] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00115] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipScanEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle flipTriangle, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00066] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00115] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipScanEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle flipTriangle, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00066] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00115] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipScanEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle flipTriangle, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00066] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00115] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipScanEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle flipTriangle, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00066] in <07aca9e84ffe412bbfb50d0962eb64f2>:0

Hi

Would you mind showing me what kind of navmesh cut you are using? Are there multiple ones?

Hi

I using this setting, and I have around 1.6K navmesh cut in my scene. Previously I have much more larger map with like 9K navmesh cut and everything working fine so I’m clueless now.

Sorry I just got a crash from previous map and yeah I think the problem still there but it rarely happen than the new map.

PointOnEdgeException, perturbating vertices slightly.
This is usually fine. It happens sometimes because of rounding errors. Cutting will be retried a few more times.
PointOnEdgeException, perturbating vertices slightly.
This is usually fine. It happens sometimes because of rounding errors. Cutting will be retried a few more times.
PointOnEdgeException, perturbating vertices slightly.
This is usually fine. It happens sometimes because of rounding errors. Cutting will be retried a few more times.
PointOnEdgeException, perturbating vertices slightly.
This is usually fine. It happens sometimes because of rounding errors. Cutting will be retried a few more times.
PointOnEdgeException, perturbating vertices slightly.
This is usually fine. It happens sometimes because of rounding errors. Cutting will be retried a few more times.
PointOnEdgeException, perturbating vertices slightly.
This is usually fine. It happens sometimes because of rounding errors. Cutting will be retried a few more times.
PointOnEdgeException, perturbating vertices slightly.
This is usually fine. It happens sometimes because of rounding errors. Cutting will be retried a few more times.
Setting previous resource cell data : (9.00, 0.00, 66.00)
PointOnEdgeException, perturbating vertices slightly.
This is usually fine. It happens sometimes because of rounding errors. Cutting will be retried a few more times.
PointOnEdgeException, perturbating vertices slightly.
This is usually fine. It happens sometimes because of rounding errors. Cutting will be retried a few more times.
StackOverflowException: The requested operation caused a stack overflow.
at Pathfinding.Poly2Tri.FixedArray3`1[T].IndexOf (T value) [0x00007] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DelaunayTriangle.IndexOf (Pathfinding.Poly2Tri.TriangulationPoint p) [0x00000] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DelaunayTriangle.PointCWFrom (Pathfinding.Poly2Tri.TriangulationPoint point) [0x00000] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DelaunayTriangle.OppositePoint (Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00000] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00009] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipScanEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle flipTriangle, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00066] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00115] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipScanEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle flipTriangle, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00066] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00115] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipScanEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle flipTriangle, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00066] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00115] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipScanEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle flipTriangle, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00066] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00115] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipScanEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle flipTriangle, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00066] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00115] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipScanEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle flipTriangle, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00066] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00115] in <07aca9e84ffe412bbfb50d0962eb64f2>:0
at Pathfinding.Poly2Tri.DTSweep.FlipScanEdgeEvent (Pathfinding.Poly2Tri.DTSweepContext tcx, Pathfinding.Poly2Tri.TriangulationPoint ep, Pathfinding.Poly2Tri.TriangulationPoint eq, Pathfinding.Poly2Tri.DelaunayTriangle flipTriangle, Pathfinding.Poly2Tri.DelaunayTriangle t, Pathfinding.Poly2Tri.TriangulationPoint p) [0x00066] in <07aca9e84ffe412bbfb50d0962eb64f2>:0

Can you help me with this @aron_granberg ?

Hi

This is likely an annoying issue from a 3rd party library that the package uses. It’s not quite robust, and there are a few edge cases which it doesn’t handle. I’ve done my best to work around the bug, but it’s tricky.

In almost all scenarios I’ve seen, these issues arise when two obstacles exactly touch each other (two or more of the vertices of their navmesh cut contour touch, that is). So if you have e.g. rows of identical boxes, adding a tiny amount of jitter or changing their spacing slightly, can solve the issue.

I’m assuming that you only use the shape=box/capsule/sphere modes here. With the other modes, there are a few more caveats.

However, if you have 9000 navmeshcuts, I would consider not using navmesh cutting at all, and instead use regular graph updates. Is there a particular reason you are using navmesh cuts here?

I have resources all over the map and it can be gather, I need to at navmesh cut to the cell so AI agent can’t move into it. And if the resource being gathered then I will remove the navmesh cut there.

Btw let me try your way

Removing the navmesh cuts, and instead adding a DynamicGridObstacle component could work almost exactly the same.

Though I haven’t tested it with as many as 9000 of them. Might require a custom script that doesn’t check if the object has moved every frame (for performance).

Thank you. I will try it as well, resources are static but since it is procedural generation so I need to add Navmesh cut to cut the landmark.

A DynamicGridObstacle will also update the graph around the object. You can use that instead of a NavmeshCut.

I just check the document and it require collider to work but I don’t really want to use collider or physics since the map is huge.

Ok. In that case you can use a regular graph update:

void Start () {
    AstarPath.active.UpdateGraph(new Bounds(...));
}

You just need a bounding box centered on the object itself.
You also need to make sure that the object is picked up by the graph (in the correct layers, etc.). If it is included if you press Scan in the inspector, then it should be fine.

Hey @aron_granberg

Thank you for your answer, I tried your method but as soon as I place a bounds and set modify walkability to “false” it red out entire vertex. For my case I just want to cut a box like navmesh cut does.

Here is the example


Hi

You’ll want to enable the “updatePhysics” option, instead of setting the walkability directly.

@aron_granberg - I seem to be running into the same crash from this thread from a few months ago too. Our library version is 4.2.15. Our navmesh cuts are either square with no rotation, or a custom solution I implemented that projects a rotated rectangular prism to the XZ plane for the bounds (similar to what I believe the Box cuts do in the newer versions of the library). We only have tens of navmesh cuts in the scene, and the obstacles making the cuts can be moved around by the player, so they aren’t in positions that are known to us before runtime. This also means we’ve only seen the crash happen once so far in our testing (though the positions of navmesh cuts are serialized into player save data, so we have had the person who crashed try again with the same setup and not crash). We are using a recast graph and these can be moved around in game, so we find it important to use navmesh cuts as opposed to dynamic grid obstacles.

The crash stacktrace is obfuscated so isn’t as clean as the original poster, but it is the same as the original poster’s - alternating calls to FlipScanEdgeEvent and FlipEdgeEvent that eventually lead to a stack overflow. Did you ever figure anything out about this crash?