My situation is this: there's a terrain chunk with buildings scattered around (edit time), using recast graph for navigation. At play time explosions can blow up pieces of walls at random places, opening new paths through the map, which I need to add to the navigation somehow.
Buildings can have arbitrary rotation and wall section sizes and explosions positions/results are totally dependent on player input, so unfortunately the whole thing doesn't fit into a grid setup at all
What's my best bet for achieving this with navmesh?
One way that seems to work is baking the mesh without solid walls gaps on it, then hanging a ton of small NavmeshCut shapes on them, removing blockers as corresponding wall chunks explode, but you can only get so precise with that without having an insane amount of cut components.
Would trying to make NavmeshAdd work here be any more convenient/is it worth bothering with it in this case?
Hope I'm not missing some stupid simple solution
I'm using 4.1.1 Beta, PC for target platform (CPU is underloaded)