Hi, I’ve been trying to cut out some parts of the recast navmesh upon scanning.
But is seems that NavmeshCut doesn’t have any effect on the scan results.
I’ve tried adding TileHandlerHelper with no results as well.
Is it broken or unsupported? What I’m missing? I’m using v4.2.2 + Unity 2019.1.2f1.
Here’s a setup that I’ve tried (increased cell size to avoid long scanning):
Recast Mesh Obj kinda works as a workaround though.
Using collider + recast mesh obj set to unwalkable surface removes parts of the navmesh upon scanning.
But its kinda annoying that with big enough volume it splits navmesh into two.
I wish there were an option to discard volume as well.
Currently I’m afraid there is no way to do that
Though if you are just tweaking the graph settings you should be able to iterate and re-scan the graph while the game is running. Though I know that’s not the most optimal workflow.