I had this issue without knowing I had it (or that it was called a cache bug)
.
In the RPG Combat - Scene Management, where we make the Portals I added a simple “In/Out” animation where I move the player from the spawn point to a destination point (Animated Warp Portal Transition ).
This involved getting the player and navmesh component multiple times, so I thought it would be “Smart” to get it in Awake
. Turns out you get a nice “Null exception” since the cached “player” I was referencing was deleted once he stepped in the portal. Went back and simply referenced the player in both functions, and it fixed the issue.