failed to allocate offmeshlink exceeding maximum count 65535

Ive strarted seeing this in my game, any ideas why it has just started happenign and how to resolve? I have a very large scene split into 3 cities, is there a way to have a different navmesh for each one ?

Never encountered that particular issue, but from my experience the base pathfinding has a bad time with really large/complex surfaces. You might also get partial paths when you should be getting complete ones due to length.
¿Do you really get a path that goes through more than 65k links? If so maybe try to reduce that amount of offmeshLinks.
You can split the navmesh, but as far as I know I’m afraid you’ll need to handle paths that cross navmeshes yourself.
You could also try using a custom nav Agent if the problem is on the NavAgent side and not the actual path calculation; if it is you could use the NavMeshQuery (still experimental).

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Looks like I had everything marked navigation static, including plants etc, managed to get it below by changing some items to none nav static. Thanks!..