My issue is exactly as the title describes. UpdateGraphsNoBlock() works perfectly for adding and removing objects without preventing any possible path, until I call AStarPath.active.Scan(). After calling that method, UpdateGraphsNoBlock will allow me to completely block all paths between my start and finish points.
After reading through the forums, I have tried using Physics.SyncTransforms and Physics2D.SyncTransforms before the AStarPath.active.Scan() call with no luck.
Not a huge issue, I should be able to get around it by always using UpdateGraphsNoBlock and never using Scan(), but I wasn’t sure if I was missing something simple and thought you might want to know.
Using Unity 2019.4.27.f1 personal, free version of AStarPathfinding.