I was currently interested if there is something for Recast graphs, what would give similar solution like Unity’s built-in NavMeshObstacle carving?
I am interested to use such thing for static objects, like houses, which are being created in game just once and not being updated anymore. I was using RVOController with “locked=true” for a while, which gives something a bit similar, but agents are still moving around houses like paths would be going through them rather than around them.
I also tried to use GraphUpdateObject with small, house size bounds to update the graph with rasterizeMeshes=true . It seems to be updating correctly, but it takes 0.5 - 1 second to update the graph when each new house is being placed on the terrain, during which it causes a freeze.
So I was wondering if there is something what would “dig” a hole in a graph that paths would be going around it all the time?