-
-
Notifications
You must be signed in to change notification settings - Fork 19
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
NavMesh
handles are not stable
#48
Comments
After some investigation, this seems to correlate to overlapping nav meshes / multiple navmeshes. In a completely static scene with some colliders and overlapping nav meshes I get:
over and over again. |
looking further into this, this seems to be an unrelated problem.
seems to cause an update loop. |
looking at the debug output further, it seems like the same navmesh is associated with every Logging a bit further, printing out the unique triangulation meshes, and actual meshes, I get:
meaning the |
I figured out the problem, it corresponds with the following line: vleue_navigator/src/updater.rs Lines 27 to 50 in d5ead6e
in conjunction with: vleue_navigator/src/updater.rs Line 391 in d5ead6e
because every I fixed this by manually creating a handle with a |
Thanks for the investigation! I removed the Could you give more details on the caching issue? |
Thank you very much! Sure thing! It seems like - and I haven't tracked down the issue further, but when using avian2d - the meshes are constantly rebuilt because some colliders are constantly re-categorized as cached and then again as not cached. This leads to maxed out CPU cores and also to a memory leak - it seems like - on every rebuild - some memory is leaked - going from 400MiB to 4GiB in a matter of about a minute. I think this might be due to a |
@indietyp I could not reproduce using the current main branch of this repo and the latest version of |
I am currently using this crate for navmesh generation in a 2d top-down gam where I want to create a navmesh for every room, and associate some data with it.
After some debugging, I found out that it doesn't seem that the
Handle
to the navmesh doesn't seem to be persistent when updates occur, I found this by using the following example, when I do this with multiple navmeshes, the navmesh jumps around, even tho the entity is always the same, this means that you cannot attach any data, or component to it, as the handle might suddenly change between frames.The text was updated successfully, but these errors were encountered: