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Unity crashes when building after "baking" custom nav mesh.

I have a game where units need to run around small spherical planetoids and I created an a star algorithm that uses waypoints placed all around the planet. The game runs fine when testing in the editor but crashes when I try to build it. The annoying thing is it will build every once in a while after I mess with different things but then only works for a couple builds before it starts crashing again. I wrote a custom class for the waypoints that is Serializable and each waypoint has an adjacency list of neighboring waypoints (I set this to SerializeField and it worked for a while). If anyone can explain why this is happening it would be greatly appreciated. More info can be provided on request.

Waypoint.cs: The script attached to each waypoint.


/// <summary>
/// A node of the nav mesh.
/// </summary>
[Serializable]
public class Waypoint : MonoBehaviour
{
    /// <summary>All the waypoint's neighbors.</summary>
    [SerializeField]
    public Waypoint[] wpList;
    /// <summary>Distance to all the waypoint's neighbors.</summary>
    public float[] distList;  


    /// <summary>
    /// Find the connections to the closets waypoints.
    /// </summary>
    public void Bake(float castRadius, float checkRadius)
    {
       // temp list of adjecent waypoints
       List<Waypoint> conWP = new List<Waypoint>();
       List<float> conDist = new List<float>();

       // run through all the waypoints
       GameObject[] brothers = GameObject.FindGameObjectsWithTag("Waypoint");
       foreach (GameObject next in brothers)
       {
         // stop if self
         if (next == gameObject)
         {
          continue;
         }

         // raycast to next
           RaycastHit[] rayInfo = Physics.SphereCastAll(transform.position, castRadius, next.transform.position-transform.position, checkRadius);

         // sort by shortest distance
         var orderedInfo =
              from w in rayInfo
              orderby w.distance
              select w;

         // run through all the objects the raycast hit
           foreach (RaycastHit info in orderedInfo)
           {
          // if hit itself continue
               if (info.collider.gameObject == gameObject)
               {
                   continue;
               }

          // connected to the target object
               if (info.collider.gameObject == next)
               {
              conWP.Add(info.collider.GetComponent<Waypoint>());
              conDist.Add(info.distance);
                   break;
               }
               else
               {
                   break;
               }
           }
       }

       // set list
       wpList = conWP.ToArray();
       distList = conDist.ToArray();
    } // End Bake

} //  End Waypoint Class
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asked Mar 09 '13 at 06:07 PM

yeagz7 gravatar image

yeagz7
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1 answer: sort voted first

Solved this by instead of each waypoint keeping a gameobject reference to its neighbors it instead says their ID and looks it up in a table when it needs to get the reference.

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answered Aug 21 '13 at 08:25 PM

yeagz7 gravatar image

yeagz7
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asked: Mar 09 '13 at 06:07 PM

Seen: 723 times

Last Updated: Aug 21 '13 at 08:25 PM