RecastNavMeshModifier w/ Multiple Colliders

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?

Does using AstarPath.UpdateGraphs and giving it the bounds of all colliders you want scanned sound like what you’re looking for?

I’ll give it a try. Thank you!

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This worked brilliantly. Thank you @tealtxgr!

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Glad to hear!