Can i filter valid voxel by point a walkable texture in recastgraph

  • can i filter valid voxel by point a walkable texture in recastgraph

If you’re using a Terrain check this out.

If you’re using an arbitrary texture altogether I’d use the filter on a TraversalConstraint/NearestNodeConstraint

Thank you for your reply. What I actually want to do is filter out invalid voxels in Unity Editor Mode (not at runtime), as I don’t want to generate meshes that will definitely not be used for this purpose. We will generate a map of walkable areas.