Let’s say I have a game like “Minecraft” in which there are hundreds of blocks in a structure, and each block as a collider. My understanding of RecastNavMeshModifier combines colliders on the same gameObject RecastNavMeshModifier is added to.
What is the proscribed approach when multiple colliders exist in a transform hierarchy?
I know it is possible because Scan() accomplishes this effort. The question is, how can I update just this area, i.e. by passing in a collection of colliders to a method which updates the graph?