VoxelRasterization bug?

  • A* version: 5.4.6
  • Unity version: 6000.3.10

I’ve been trying to resolve some issues and looking through the code a bit and I saw this on lines 166-169 of VoxelRasterization.cs:

minX = math.clamp(minX, 0, cropX);
maxX = math.clamp(maxX, 0, cropX);
minZ = math.clamp(minZ, 0, cropZ);
maxZ = math.clamp(maxZ, cropZ, cropZ);

I was going to change “maxZ = math.clamp(maxZ, cropZ, cropZ);” to “maxZ = math.clamp(maxZ, 0, cropZ);” locally but wanted to flag it here in case it’s a legit bug that can be resolved in a future update so I don’t need to keep making the change locally. I assume it is because it doesn’t make sense at the moment and just forces maxZ to equal cropZ.