Does A* Pathfinding replace the default mesh baker?

New to this asset, does A* pathfinding replace the unity built in navmesh? Wondering how that works. My project will include procedural generation therefore I will be working with recast graphs from what I am reading. Any pointers to help guide me in the right direction are greatly appreciated!


Yes. It is completely separate from Unity’s navmesh system.
Take a look at the documentation: Get Started Guide - A* Pathfinding Project