I am encountering an issue where the game is loading walls that have Navmesh Cut components on them, and normally they work great and update accordingly, but it seems that if the walls are loaded in within the first seconds of the game then when I move the wall, the cut still exists.
I disabled scan on awake and debug isn’t showing any calls to active.Scan(), but about 6 seconds into the game, it seems to have scanned the graph or something similar to update the graph with the wall navmeshcuts permanent.
Is there anything you can think of that would trigger a navmesh cut to be calculated into the graph without a call to active.Scan() ?
If it helps, I am using:
Cache startup = true
scan on awake = false