We’re using the Recast Graph (A* Pathfinding Project Pro) to generate a walkable navmesh for our AI. At the moment, we’re only rasterizing the terrain, no other meshes.
Whenever we scan to create the Recast graph we notice there are holes in the created navmesh. After doing a bit of research, it appears the holes coincide with our second splatMap (we have two splatMaps as our terrain is made up of 5 layers and Unity only stores 4 layers per splatmap).
It seems, as best I can tell, that the 5th layer (held in the second splat map) is being used to mask the heightmap during Recast Graph Generation. This isn’t desired behavior.
How do we make sure the second splatmap does not effect the Recast Graph generation? Additionally, how can we specify a splatmap that we DO want to effect the Recast Graph should we decide to do so for penalty calculations?
P.S. there is also areas showing terrain due to z-fighting. Ignore that. The area in the front of the camera with the “stone” texture is the important part.