I am using NavmeshCuts on Wall in my RTS Game. When en enemy destroys a wall, I execute:
After that I recalculate the Paths of the enemies. But as soon as one Wall (with a NavmeshCut) gets destroyed I get dozens of:
I dont really know why this is the case, since I am not really changing the navmesh.
PS: Can I use Heuristic Optimization with NavmeshCuts? Besides these, I have a static RecastGraph, that never needs to be scanned.
Ty for the help