Hey Aron,
We will likely have tunnels, so the character height suggestions is not a feasible option for us unfortunately.
I’m curious, since the act of cutting the nav mesh at runtime does consider volumes and subtracts the nav mesh accordingly. How easy would it be to run the cutting algorithm through the API as soon as a bake completes?
Since our main issue is the final cached size of the terrain, if we could simply run the cut once after it constructs the mesh, it would definitely solve our problem.
If you have any suggestions, such as what file contains the baking code, and what functions are called when cutting the mesh at runtime, I don’t mind adding that functionality to our build if it’s not on your feature list. Granted, we may need a tad bit of guidance, but I don’t imagine it would be a complicated task.