Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. The 2022.2 beta is now available for testing. To find out what's new, have a look at our 2022.2 feature highlights.
    Dismiss Notice
  3. We are updating our Terms of Service for all Unity subscription plans, effective October 13, 2022, to create a more streamlined, user-friendly set of terms. Please review them here:
    Dismiss Notice
  4. Have a look at our Games Focus blog post series which will show what Unity is doing for all game developers – now, next year, and in the future.
    Dismiss Notice
Dismiss Notice
Submit bug reports tagged with #Beta2022Win_Unity when you encounter unknown issues while testing the 2022.2 betas for a chance to win a year of Unity Pro. For more information, have a look at our Beta Sweepstakes Announcement.

Nav Mesh Builder

Discussion in 'AI & Navigation Previews' started by Domanxs, May 9, 2017.

  1. Domanxs


    Jul 25, 2014
    Hey guys, wondering about modifying a big terrain navmesh.
    The builder works perfectly when creating multistory buildings procedurally, but the buildings are created in the world which consists of a big terrain, if the builder rebakes the whole terrain + new building each time a change is made it lags and gives a huge profiler spike. If the change is local in the local nav mesh builder - no hiccups, but the mesh builder creates a new nav mesh on top of the terrain navmesh so agents are having issues travelling to it, as there are 2 nav meshes on top of each other. Is there a workaround? I have tried adding 16 objects that split up the whole terrain into local nav mesh builders, but this makes the game load far longer than usual and + AI can not traverse between the local meshes unless I add jump links which is not ideal.

    Hitting a wall here :/