Is it possible to have an answer for this question?
i also plan on having one main scene and use streaming for different areas, i would like to know what is the best, i should use recast but
should i have one big graph? multiple smaller?
can i save in editor then load them each time i enter region?
I have a similar question posted and haven’t seen an answer for it yet. A bit disappointed with support since other assets I’ve purchased for less or similar price ranges have had stellar support so far.
Sorry for not answering sooner.
Depends on how “massive” it is.
For the kinds of worlds where it is possible to hold the whole navmesh in memory at once, I strongly recommend using a single (tiled) recast graph which you calculate during development and then store it as a file and load it at the start of the game.
That will give you the most stable solution.
Another option is as @panetta said, to use a moving grid graph around the player to recalculate the world around it as it moves around. This assumes however that you only need pathfinding in close proximity to the player.
I do not recommend the usage of multiple graphs with connections between them because it is really hard to get stable pathfinding when they are at the border between two graphs, there are all kinds of edge cases.