Navmesh on a spherical planet

Hi,Aron, at present I have used the ‘GraphUpdateObjects’ to ‘bake’ a obstacle on sphericial world(as long as each triangle is small enough,it’s enough for me) :smile: And now I want to use this method to realize ‘dynamic obstacle’,for example,this time my player will take down a box on ground and its ‘GraphUpdateObjects’ collider will overwrite ‘guo.setWalkbility=false’, then next time my player move the box to a far position its ‘guo.setWalkbility=true’, it is better to achieve the function like sliding door.Here is my code,but I dont think this is a good idea,because when I update the graph in runtime the frames will drop by several seconds(And is there any way to increase the speed of ‘UpdateGraphs’? )Or is there any ‘asnyc’ method to ‘UpdateGraphs(guo)’ ,then when updating graphs the game will not be stuck ? :hushed: