What would be the best way to display the graph in a build?

Hi, I’m using A* for a topdown 2D game.

The player can place elements. After each placement the graph is regenerated at runtime. NPCs are using this graph to navigate in the scene.

I’m looking for a way to show the current graph to the player in a build. With this information it would be easier for him to place objects without fearing of blocking all paths for the NPCs.

With Gizmos enabled I can see the graphs thanks to the “Show graphs” in the scene and game tabs. But I’d like the same behavior in a build.

Unity doesn’t let you enable gizmos in a build because it’s supposed to be a development feature. I can see how to make a “gizmo like” for an object or a raycast but I’m struggling to find a way for an A* graphs.

Any idea ?

Hi

Currently, there is no way to do this out of the box. However, I think you should be able to copy and paste the relevant code from AstarPath.DrawGizmos into your own Update function to make it work.