How to use NavMeshBuilder.BuildNavMeshData with empty Bounds property?

According to the documentation here:

“localBounds - Bounding box relative to position and rotation which describes the volume where the NavMesh should be built. Empty bounds is treated as no bounds, i.e. the NavMesh will cover all the inputs.”

But the problem is, that if a pass bounds like this:

Bounds bounds = new Bounds();
NavMeshData navMeshData = NavMeshBuilder.BuildNavMeshData(settings, sources, bounds, position, rotation);

No NavMesh is generated.

At the same time, if I fill up bounds like this:

Bounds bounds = new Bounds();
bounds.size = new Vector3(150f, 150f, 150f);
NavMeshData navMeshData = NavMeshBuilder.BuildNavMeshData(settings, sources, bounds, position, rotation);

Then NavMesh is generated correctly inside those bounds.

So the question is, how do I pass an “empty bounds”? Is “new Bounds()” is not what it considers to be an empty one? I can’t find any boolean IsEmpty or something like that inside the struct. Or is documentation is just incorrect and there is no such thing?

P.S.
In case someone would wonder why having bounds is bad:

  1. I manually create every single NavMeshBuildSources and pass it to NavMeshBuilder. I don’t need bunds. The list passed is already filled with only useful meshes/shapes without any garbage.

  2. I randomly generate terrain in runtime and delete it where it is no longer needed. The result is a randomly shaped world. I will have to calculate the bounds of the current world shape every time, to pass the correct Size.

  3. Also, I bet, there is an additional check going to happen if there are some bounds. Which will be a waste of calculations as well.

UPD

I found the same problem reported back in 2019… How is fixing this going? )