Hi! Recently have to make a RTS game with the ARKit. As usual, making the static navigation mesh from a single scene to bake the ground from the Editor. Obstacles are mostly "Nav Mesh Obstacle" which can be make & moved in run-time, rest are NavAgents. Well everything working just fine. Now with the ARKit : - I first detect a flat surface which size depend of the Anchor detection. - Next I scale the entire 3D Assets, gameplay components, etc with a scale coef proportional to the AR Anchor. Entire GamePlay settings, and 3D assets with new scale factor are ok, the game is running just fine, etc... But with the static NavMesh generated from the ground only from Editor, won't be scaled... Actually not sure if I can even access to the navmesh data to scale it. Then my question is the following : As long as I need at least a NavMesh for the ground, to make the NavAgent on Start(), which solution do I have to maybe generate the base Ground Nav Mesh on runtime? Any solution for this? New features I could recently miss? Cheers!