In the screen shot below from the included demo scene the A* integration is having problems recognizing the pathfinder as AStar. Even when set to AStar, it's still looking for a nav mesh and throws a null reference. This happens in most of the movement pack trees but is not consistent. Sometimes trees work and sometimes they don't. If I set pathfinding to NavMesh and then back to AStar while in play mode and then restart the scene it will recognize AStar and work temporarily but on reloading the scene it goes back to looking for Nav Mesh even when set to AStar. Is there a global override setting I am missing that is set to NavMesh? Any help you could offer would be greatly appreciated. Huge fan of Behavior Designer and can't wait to be fully upgraded with Pro once I solve this issue. Using Unity 2022.3.38 

I noticed that all 9 of my opsive assembly definition references have at least one or more missing Definition Assets. If this is the issue how do I go about finding the proper definitions for all 9?



I noticed that all 9 of my opsive assembly definition references have at least one or more missing Definition Assets. If this is the issue how do I go about finding the proper definitions for all 9?

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