A custom mesh provider

  • A* version: 5.4.6
  • Unity version: 6000.4.1f1

I’m trying to initialize recast graph with pre-built nav mesh to avoid voxelization (it works extremely bad with my geometry). The mesh’s made at runtime with proper triangulation. I tried to implement a custom grid type, but a lot of recast related types/methods either private or internal. I could convert the mesh to the node list, but this way I lose graph tiles and ability to use agent with different radius.

Is there any reasonable approach to achieve my goal or I am forced to just copy everything related to the recast graph and replace the voxelization?