New NavMesh Features Overview Focus is specifically on the NavMesh data creation, making it more flexible and able to cover many more use cases. The changes are based on feedback we’ve collected over the last year via 1:1 conversations, forums, alpha/beta testers and at events like Unite. What has Changed? Multiple agent sizes are now supported. And the workflow is now based on components New High Level Components: • NavMeshSurface - Describes a volume where the NavMesh will be built, you can have multiple volumes, at any orientation • NavMeshLink - Allows to connect two NavMeshes with a wide link • NavMeshModifierVolume - allows to change the area type of the NavMesh which falls inside the volume • NavMeshModifier allows fine grained control of area types per Game Object. These components are open-sourced (MIT license) – see link below Everything above is built on top of a simple public API which allows you to pass in the geometry that will contribute to the NavMesh building. Low level script API: • A method to quickly collect render or physics geometry for building NavMesh. • method to build NavMesh Data from the sources, optionally asynchronously. • method to incrementally update the existing NavMesh data locally • you can pass in your own data: Meshes and simple primitives. • instances of NavMesh Data can be added and removed at any time for any position and orientation. • The query API has been extended to support query filters based on agent type as well as area mask/cost. Supported Use Cases Bake NavMesh and store it in a prefab. Bake NavMesh at runtime (i.e. for user generated content). Bake NavMesh for multiple agent sizes. Bake NavMesh on a surface for any orientation. Bake NavMesh only within a specified volume. Continuously update the NavMesh around a moving character. Instantiating and connecting NavMeshes with different positions. Update NavMesh locally at runtime. Everything to get started is available here: https://github.com/Unity-Technologies/NavMeshComponents Feedback Feel free to comment and ask questions in this forum. Issues with workflow and bugs can be reported here as well. However, a bug report with a minimal repro case is more likely to be tracked and solved than a forum post.