I’m working on a large-ish 3D map (3 sqkm), and I’m just switching to this project from unity’s built-in pathfinding. I am now trying to build a navmesh for my map.
I am planning on using navmesh cutting for trees (which can be removed at runtime), so I think having tiles is pretty important. However, generating the recast graph generates a lot of disconnected regions despite the minimum region value (which largely seems to have no effect), and I need a “clean” navmesh because a range of other functionality depends on it.
I tried “cleaning up” the navmesh in blender after exporting the recast graph, but when trying to then put the mesh in as a navmesh graph, I get the error “Too many vertices in the tile” (NavmeshBase.cs:927). I had tried to keep the structure of the recast mesh exactly, so did not merge the duplicate verts, but it looks like NavMeshGenerator (at 250) removes duplicates anyway.
Is there a way for me to import tiles into a navmesh graph? Or for me to “manually” remove regions from a recast graph while retaining the tiles? Version is 4.2.17.
Thank you for your help!