Hi
I’m using a recast graph in version 4.3.90 and a few dozen of RecastMeshObj. Most of them are static. I respect that a static RecastMeshObj shouldn’t be moved or removed.
So, I don’t move or delete a RecastMeshObj, but if I load/unload the scene containing it, the “don’t move/delete” is triggered, since all the objects are disabled (as part of the unloading scene process)
I’m not sure about the internal and the best approach with performance in mind (There will be dozens or even hundreds of units on the map, size is ~300x300 but map/navmesh rarely changes);
How I should resolve/approach this issue?
- Should I set them all Dynamic?
- I misunderstood some key concepts/processes?
- Should I use navmeshCuts?
- Rework colliders/meshes/layers to get the scenes cleaner? (Please no)
- It is safe, so I can Ignore the debug message …
- … ??