Sure, that's my case:
I've got a rail track area (red) with two platforms (blue) on sides:
Platforms have a low cost and rail area have a high movement cost - so agents will avoid entering tracks, but in some cases (emergency) they are still passable).
Let's assume the graph looks like this (warning - programmers art):
Now, I'd like to specify a crossing area - with a very low cost, so people will favor moving there when changing platforms.
This area is NOT physical, there's no renderer etc. - I'd like it only as an area, that affects graph.
I can alter it by using simple object with GraphUpdateScene behaviour and with a simple box collider:
As you can see - it doesn't match graph nodes - as RecastMeshObj only affects existing graph. It's not adding/moving existing nodes.
What I can do, is to combine GraphUpdateScene with NavmeshCut (with IsDual checked) and I got EXACTLY what I'm looking for:
The problem is, I need to click play to do it... And I'd really like to avoid any runtime generation.
Also - my level designers/artists would like to see a fully finished navmesh as they are creating level - it's a must have when adding new objects, planning playability, testing etc.