 SkyVuDavid
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Using the pro version we have a scene with two grid graphs for an upper level and a lower level of our game scene. When we scan the grid graphs the gizmos drawn in the scene view appear to be in the correct places but if we cache everything and have the cache startup box checked then when we run the scene our y offset of the upper level pathfinding is still displayed as being the same but the gizmos drawn and the coordinates for the paths returned have their y offset doubled. The problem doesn’t occur when using a navmesh and the y offset is fine if it is zeroed out like for our lower level. I have tried checking out the obvious possible causes due to scaling and our game object with the AstarPath behavior is scaled at and is a top level object in the scene hierarchy so I don’t think its due to the transform scaling. Anyone have similar issues or a solution which would allow us to use a grid graph?
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 SkyVuDavid
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In my original post I meant to say the game object with the AstarPath behavior is scaled at 1, 1, 1 but formatted it wrong.
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 GFX47
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I’ve the same kind of problem with grid graphs :
1. build a terrain with min y = -1 and max y = 5
2. add a grid graph covering terrain’s width and height and with y = -2
3. scan, everything appears fine
4. generate cache
5. load from cache => nodes are underground!
Am I doing it wrong or is it a bug?
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 Aron Granberg
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Hi
That was a bug unfortunately. Apparently, I saved the world Y coordinate of the nodes in a grid graph, but loaded it as a graph relative y coordinate, so the Y coordinate would be doubled.
It will be fixed in the next version (3.0.8.3 or 3.0.9, I’m not sure which version number the next version is going to get
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