I have a fairly large procedural world that I’m trying to cover with a Recast Graph. RecastMeshObj seems to offer more flexibility than rasterizing meshes or colliders, so I decided to give it a try. Every time I try to scan my large world, however, Unity crashes.
I’m marking ~5,000 objects with RecastMeshObj, and have managed to track the crash down to the recursion in QueryBoxInBounds within RecastBBTree. Am I simply throwing too many objects at it? Scanning normally for my size world works, but there are some details I’d like to tweak, and RecastMeshObj seems like just what I need.
If it turns out this won’t work, I imagine I’ll have some follow-up questions about other approaches I might pursue…
Thanks for the help!