The recast graph when generated over undulating terrain does not follow the terrain. It can be metres below the surface. I tried adjusting most of the settings to improve the graph to make it more closely follow the terrain, but without success.
In the video I generate some cubes on the surface of the graph, this demonstrates how far below the terrain the graph is generated in places.
Is this because the recast graph just flattens the world to generate the graph? resulting in the large triangles that just ignore the undulations of the terrain?
The only solution I can think of, is to increase the number of tiles which would force smaller triangles.
Excuse my terminoligy… Could the recast graph have an option for setting max height variation for a triangle? i.e. Check all terrain vertices within the triangle for max/min, if max-min exceeds a threshold, split the area until hieght variation is within limits?
How can I get the graph to follow the terrain better?