Allow custom NavMesh mesh data

Hello.

My game is extremely lowpoly and it also has massive terrains. Baking the NavMesh results in highly unoptimized geometry and often has lots of intersecting bugs unless the resolution is set absurdly high.

I’ve used Detour in other projects before, I know it’s what’s used behind the scenes in Unity and Unreal (along with Recast for baking). Could you add an API path to allow us to upload custom mesh data instead of relying only on the baker? This should be extremely simple to add.

Thank you.

Well, technically you can use BuildNavMeshData with your own sources to do it. Build sources can contain a mesh with transform matrix, problem would be actually applying it since, at least in my version of navmesh components, you can’t set navigation data. However with some help from reflection you probably can replicate what NavMeshSurface.BuildNavMesh is doing

I do agree that method needs overload with list of sources provided by user though

That is not at all what I need. That just runs a Recast bake on a mesh, which is error-prone on lots of geometry types and will give back a voxel-based mesh, which for my terrain is actually more unoptimized than just big triangles.

I need to be able to actually upload my own triangles.