Navmesh on skinned mesh

Can A* pathfinding project do a nav mesh on a skinned mesh renderer? I have a situation where our ai will be walking on the back of a larger animated creature. I know Unity’s built in nav mesh can’t do skinned meshes, but I was hoping this might


Sorry for the late reply.
There’s no native support for skinned meshes. The best option is probably to just re-scan the whole graph every second or so. You’d have to use a pretty small graph because otherwise the performance cost will be too great, but it would probably work. Use a grid graph as they are the fastest at scanning (especially if you use the beta version).