I want to dynamically load Tile data using NavMeshPrefab in an open world. For correct pathfinding, my idea is to first find the tile path based on the tile connections, then dynamically load the surrounding tile data for precise pathfinding. Without pre‑pathfinding based on tile connections, the agent might end up in a dead end. so i need get tile connect relative in editor mode, and how can I implement this?
i want to get different navmeshprefab region link relative to use
This is not possible at the moment.
However, I would suggest to try loading the navmesh tiles eagerly. Having a large navmesh in memory can work quite well.
My game world spans over 10km × 10km. If I want to enable free pathfinding across the entire map (e.g., from the bottom-left corner to the top-right corner), loading all navmesh data would take a significant amount of time. Meanwhile, the number of triangular faces accessed during pathfinding would also increase, impacting performance.
I aim to first perform a simplified pathfinding (based on spatially partitioned chunks), then load the navmesh data corresponding to the relevant chunks for precise pathfinding. Therefore, I hope to obtain the connection relationships between tiles, which will be used to calculate the connection relationships between chunks—each chunk contains a tile rect.
Alternatively, are there any other pathfinding adaptation solutions for large open worlds? Currently, my main concern is that there may be large areas of non-walkable regions on the map spanning multiple chunks. If only navmesh data within a certain range is loaded, the pathfinding may deviate in the wrong direction and lead to dead ends, as shown in the figure below.
or have some
