Not including areas below water in baked mesh

Hello
I have an island that some of its areas are found below a water object and even though the water object’s layer is not included in the layer mask of the Recast graph, the areas below the water are still included in the baked nav mesh, as you can see in the attached photo: https://ibb.co/NSYyDdj
The water object doesn’t have any colliders attached to it.
What is the best way to make the areas found below water level not be included in the baked nav mesh? Is there a better suited graph type to my situation?
I’ve tried raising the graph to be above the water level but causes it to not scan some of the lower areas of the island which are supposed to be scanned.
Thank you!

Hi, I had a similar situation in my project (I’m using a grid graph though). The way I went about it was to use Height Testing - Ray Length value to exclude mountain tops and to use a single cube that encompasses all my water. The top face of the cube is basically at water level (but I had to tweak it up a bit to make it work perfectly). The cube is in a layer I created specifically for this, called ‘obstacle’. Now all that’s left to do is set the Obstacle Layer Mask in the Pathfinder to that layer. It works very well for me.

Hi

This is best solved in the beta version of the package (https://www.arongranberg.com/astar/download). You need to have a convex collider for the water (a big box collider that intersects the ground at the same y coordinate as the water would do) and then you should attach a RecastMeshObj component to that collider and mark the object as having an unwalkable surface. This will cause everything inside that box to be unwalkable.

Doing the same thing in the non-beta will kinda work, but the beta has support for solid colliders which means that it will make sure that no navmesh is generated inside it (not just no navmesh on the surface).

Thank you for your replies, I’ll give those approaches a shot!