Is it possible to use rasterized meshes to generate grid graph?

Hi, I used recast navmesh graph before and encountered some sub-optimal path issues and can’t handle it very well by modifing tile size and max edge length. So, I started to use grid graph and the performance seems fine to me. However, when used navmesh, the graph generated according to the rasterized meshes, but grid graph seems doesn’t support it, and I wonder if there is any thing I can do instead of adding a mesh collider to every single game object in my game.


Sorry, this is not possible. The grid graph uses the unity physics engine for everything, it doesn’t rasterize any meshes as that would be a lot slower.

Got it, thanks for helping. I’ll add the mesh collider.