Creating a Recast Graph Tile by Tile

Is having updatePhysics set to true the default when updating a graph?

And how does this function look, with nodeSize being a Vector2 representing the number of tiles in a graph, is there anywhere I could improve? It is basically doing a graph update with the bounds being a 1x1x1 box in the center of the tile.

public void BuildTile(IntVector2 tile)
{
if (tile.x >= 0 && tile.y >= 0 && tile.x < nodeSize.x && tile.y < nodeSize.y)
{
if (isBuilt[tile.x, tile.y] == false)
{
isBuilt[tile.x, tile.y] = true;
AstarPath.active.UpdateGraphs(new Bounds(new Vector3(tile.x * tileSize + tileSize / 2f - (tileSize * nodeSize.x) / 2f, 0f,
tile.y * tileSize + tileSize / 2f - (tileSize * nodeSize.y) / 2f), Vector3.one));
}
}
}