Why do you use or not use Tile in the RecastGraph?

Why do you use or not use Tile in the RecastGraph?
(Use Tiles) - When do you use Tile?
(Don’t Use Tiles) - When is Tile not used?


I did some updates to the code documentation for this. Maybe it will clarify some things:

/** If true, divide the graph into tiles, otherwise use a single tile covering the whole graph.
* Using tiles is useful for a number of things. But it also has some drawbacks.
* - Using tiles allows you to update only a part of the graph at a time. When doing graph updates on a recast graph, it will always recalculate whole tiles (or the whole graph if there are no tiles).
*    \reflink{NavmeshCut} components also work on a tile-by-tile basis.
* - Using tiles allows you to use \reflink{NavmeshPrefab}s.
* - Using tiles can break up very large triangles, which can improve path quality in some cases, and make the navmesh more closely follow the y-coordinates of the ground.
* - Using tiles can make it much faster to generate the navmesh, because each tile can be calculated in parallel.
*    But if the tiles are made too small, then the overhead of having many tiles can make it slower than having fewer tiles.
* - Using small tiles can make the path quality worse in some cases, but setting the \reflinl{FunnelModifier}s quality setting to high (or using \reflink{RichAI.funnelSimplification}) will mostly mitigate this.
* \see #editorTileSize
* \since Since 4.1 the default value is \a true.

Thank you for the reply.

Is NavmeshPrefab a class? Not found in the document.
Or does it mean that the navigation mesh is pre-fabricated?

The NavmeshPrefab component only exists in the beta version.
See NavmeshPrefab - A* Pathfinding Project