I wanted to address this issue here before writing up an official bug report-- It’s probably going to take me some time to get an easily reproducible case of this in a .capx, and I wanted to see if it’s a known issue or if there’s some sort of workaround.
Up until recently, I had my game running at a Window Size of 1280x1024. I switched the size to 1920x1080, and started noticing some issues with my objects’ pathfinding.
Occasionally, my objects (which are using Custom Obstacle Pathfinding movement) would attempt to path through walls (which were added as a pathfinding obstacle once, shortly after the start of the layout). I have not been able to reproduce the issue with any sort of consistency. It’s like the pathfinding just occasionally decides to give the object an incorrect path with little rhyme or reason, causing the object to walk into a wall and continue trying to walk through it until pathfinding is stopped. According to the debugger, a path has been found for the object-- apparently it’s just a bad path.
After extensive testing over the past few weeks, I’ve determined that the pathfinding issues do not occur at 1280x1024, at all-- not once. Literally, the only thing that I change for this testing is window size-- none of the game logic is changed at all. Simply put, the issue occurs regularly (if inconsistently) at 1920x1080, but not at 1280x1024.
@Ashley (or anyone else who may have dealt with this), does this make any sense to you? Is there anything in the pathfinding code that would be affected by window size? Like I said, I’d be happy to provide an example .capx and write up an official bug report, but I don’t want to waste anyone’s time either if there’s some sort of workaround or if I’m somehow doing something wrong here.