Hello.I have asked this question Unity guys but got no answer.Because it is a blocker for me I wanted to know if the problem is solvable with this product.
I have a large terrain. 3x3 km.It can be also bigger as in my game I use real world units.The thing is ,if I generate Unity built-in navmesh on such a terrain I am getting error of too many vertices and indices in the buffers.Also the scene becomes extremely heavy to run,pretty impossible.I asked if it’s possible to limit NavMesh gen to a specific region of interest as I really don’t need the whole terrain to be walkable. As.As I said,I got no answer there.I found some thread where a guy used some fancy script t generate procedural blocking geometry which restricted nav mesh to some area.I tried smth like that but it was problematic as it was based on altitude limit.And in my case I need also high sloped to be covered with nav mesh.So now I would like to ask if A* pathfinding project address such a problem in any way?
Thanks.