Is there a way to deserialize a navmesh in async fashion?

Hi there,

I’m loading/streaming precreated navmeshes as I approach the area, and it’s working perfectly - except that I do get short hiccups/spikes/freezes when the navmeshes get deserialized, at least that’s how I understand what the Profiler is telling me. But as I understand DeserializeGraphsAdditive() is a synchronous, main-thread-only A* API call which seems to cause a visible frame spike when a navmesh graph loads into A*. Is there a better way to do this, maybe something that allows me to spread the process over a bunch of frames? I have plenty of time to do that, 5 to 10 secs, no problem, but the little stutters are quite jarring and I’d really like to get rid of them.

Thanks!

This came up a bit ago, this was Aron’s response. So to answer your question directly, no not particularly, but I recommend taking a look at this post for some ideas.