I’m having an issue where it would be very helpful if the recast graph could follow the surface of curved objects a little better.
See this image:
If the graph followed the slope a little better (especially on the right) I would not have to run ground checks on thousands of units each frame. I know we can export the mesh and edit it, but if there is a way to “tweak” the height resolution, it would save a lot of time.
I tried changing several settings, nothing seems to affect it so far.
The navmesh is not designed to be super accurate along the Y axis. You can make the tile size smaller to make it more accurate, though.
One thing I have successfully used in another game is to use the normal information from the physics raycasts I do. So once every 5 or 10 frames I do a physics raycast and capture the hit point and the normal. These form a plane, which approximates the ground below the agent. On this plane you can use a much cheaper raycast for the other 4 or 9 frames on which I skip the physics raycast (see Unity - Scripting API: Plane.Raycast). This results in a significant reduction in raycasts needed per frame. You can also use the Unity api for batching raycasts which also improves the performance a lot.
Excellent suggestions! (as always )