I’ve generated a Recast Graph for a model of a house that contains doors that can be opened or closed in-game, but that are all closed in the editor. These doors present a problem though, in that the generated recast graph appears to have several different meshes that are all drawn with a different color in the scene viewer, and when a RichAI script is applied to my character it is unable to find a way to leave the “Green” area in the foyer in order to explore the “Pink” area behind the door to the basement, even when no obstructions or colliders are in the way. There seems to be no way for the meshes to connect to each other such that a path can be generated between them.
Is it such that I must remove or place all my doors on a different layer before generating the Recast Graph if I want a graph that makes the house traverseable in its entirety?