AstarPath.Update() / TileHandler.CutPoly() Frame Time Spikes

@aron_granberg

Did some work on this possible new setup, tried following the general outline here (NavMesh cutting during bake) for in-editor cutting, never had any success trying to get the navmesh to update. But, while I was working on that I realized that for multiple graphs, I would also then need to re-work the system a bit to allow GraphUpdateScene scripts to update a specific graph. I think I’ve got a way to do it, but at this point, if the ‘multiple seekers with different penalties’ idea is just as good performance wise, that may be the more simple way to go in the end (no re-writing Astar scripts, no multiple graphs). Any thoughts?