Create (or Instantiate) navmesh at run time? (530338)

Im currently working on a little proje, I’m trying to make a system where each “map” (collection of prefabs, lights etc) dont have to be built into a scene to be accessed, rather loaded from a file into a blank scene at run time. So far I have it able to create them using

    		maps = gameObject.GetComponent<mapManager>();
    		int max = maps.mapList.Count;
    
    		int mapNum = UnityEngine.Random.Range(1, max);
    		Map newMap = maps.mapList[mapNum];
    		UnityEngine.Object[] mapObjects = maps.loadMapObjects(mapNum);
    
    		foreach(UnityEngine.Object tObj in mapObjects )
    		{
    			Debug.Log(tObj.name);
    			Instantiate(tObj);
    		}

Now this appears to work fine, but I need things such as the navmesh to be created alongside it… i have managed to take a “navmesh.asset” from taking the map into a blank scene, baking a navmesh and then taking the navmesh to where I needed it from the folder unity put it in after baking, but how would I then “insert” this pre-baked navmash into the blank scene?

http://forum.unity3d.com/threads/38102-Generating-a-NavMesh-from-a-Terrain-(Partial-Code-Available)