- A* version: 5.3.3
- Unity version: 6
I’m trying to split up our Recast Graph using Navmesh prefabs.
Picture a house with various floors.
Each room is setup to have it’s own NavmeshPrefab (or in some cases for rooms which aren’t square, multiple NavmeshPrefabs).
In editor the graph preview looks perfect, but when the game loads and the NavmeshPrefabs are applied to the Recast Graph, it becomes incredibly patchy.
Looking at the code, RecastGraph.ReplaceTiles looks to me like it always replaces the tiles across the x and z, so multiple NavmeshPrefabs that occupy the same space will conflict. Is that correct?
If yes, my next question is: Is this by design and we should just accept it, or is it possible to fix so our use case is catered for?