The buildings are in the game world, the character can just walk in through an open door, I believe I have almost mitigated the problems by using a recast graph on my 2049x2049 world chunk and navmesh cutting. I realized that it was the accuracy of the obstacles that is the real problem not the pathfinding so much. I would still be interested in a way of doing this. Since you recommend only one graph (i presume this is for optimization/the fact that points on the graphs would have to match up perfectly to travel between them?) I will probably stick with what i have.