Building NavMeshes at runtime

Hi,

I’m just exploring the posibility of using the new navigation features that are in the newest beta in our game. Our game, however, is fully dynamic. Terrain and game assets will be placed as the player plays the game.

I’ve not found a way of letting Unity calculate the Navmeshes at runtime, after we’ve placed them in the world. Is there any way of doing this or is it simply not supported?

Thanks

This is probably not of real help to you since you said that Terrain will also be generated on runtime, but in case this is a misunderstanding and your terrain is in fact static, you could at least bake a NavMesh for that terrain and have your assets be handled as dynamic obstacles.