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recastsharp's Issues

Missing ref in dtCreateNavMeshData

Hi. You might want to add by-ref access to dtPoly's and dtPolyDetail's in dtCreateNavMeshData method. Currently you are writing data to stack instead of native memory.

            // Store polygons
            // Mesh polys
            var src = @params->polys;
            for (int i = 0; i < @params->polyCount; ++i)
            {
                ref dtPoly p = ref navPolys[i]; // <-- here and in some other places, you need to use ref or *
                p.vertCount = 0;
                p.flags = @params->polyFlags[i];
                p.setArea(@params->polyAreas[i]);

Recast Status.

What is the current status of the Recast project? Has the project been fully converted? I saw that there is an issue saying about some possible bugs, but did the conversion complete?

I'm curious if anyone is using the project, it's a project using unmanaged code, thinking about performance. :)

Regarding the demo, there is a very old project, but as they are code based on recast, maybe there is a great use of code in unity.

Git:
https://github.com/jlalleve/rcdtcs

Cheers!

dtNodePool Asserts always seem to fail

I may be misunderstanding this but if I do

dtNavMeshQuery naviMeshQuery = DetourCommon.dtAllocNavMeshQuery();
naviMeshQuery.init(navMesh, 2048);

I get an assert failed on DetourNode.cs:line 37. Looking at DetourNode I can't find anywhere that m_maxNodes is set before the assert, If the lines

this.m_maxNodes = maxNodes;
this.m_hashSize = hashSize;
this.m_nodeCount = 0;

are moved before the asserts there is no problem. Am I initializing the dtNavMeshQuery incorrectly?

public dtNodePool(int maxNodes, int hashSize)
{
dtAssert(dtNextPow2((uint)m_hashSize) == (uint)m_hashSize);
// pidx is special as 0 means "none" and 1 is the first node. For that reason
// we have 1 fewer nodes available than the number of values it can contain.
dtAssert(m_maxNodes > 0 && m_maxNodes <= DT_NULL_IDX && m_maxNodes <= (1 << DT_NODE_PARENT_BITS) - 1);
this.m_maxNodes = maxNodes;
this.m_hashSize = hashSize;
this.m_nodeCount = 0;

Demo

Please add a quick start or tutorial. Preferably for unity :)

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