Dear sir or madam, I'm experimenting with a 3 km² terrain, with 300,000 trees, which I managed to get running very smoothly thanks to Unity's billboarding system. Upon generating a nav mesh -which took very long- I found myself in the company of a very generous 179 MB of navigation data which I may very conservatively say is 'somewhat unwieldy'. I removed all trees by way of Mass Placing an astonishing 0 trees without keeping the existing ones, re-baked the nav mesh and then found myself with a delightfully modest 4 MB of navigation data. Splendid. My next step would have been to have non-player characters avoid trees via local navigation by adding Nav Mesh Obstacle components to the tree prefabs. Surprisingly the nav mesh agent cheerfully ignores all trees after doing so. Some casual reading of related literature has implied that with the exception of colliders, no components make it to the actual tree instances. Is that true? What do the bright fellows of the Unity Community think about this predicament and how would they themselves tackle navigation on such a very large complex terrain? Thank you for your time.