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Recast scan at runtime needs meshes to be readable

Using Recast graph at runtime, it complains that my meshes aren’t readable (I want to use Mesh Colliders). So I would have to make them readable, but that hurts memory usage.

Is there any way around this?


If the meshes are used for colliders, Unity will internally force them to be readable anyway. So you do not lose anything by marking them as readable.