LocalNavmeshBuilder and Procedural Generated World

Hello everyone,

I am having a procedural generated world which spawns terrains when you approach them with the trees,rocks etc. What I m trying to do is to apply NavMesh on runtime, I use the NavMeshSourceTag on the terrain, and the LocalNavMeshBuilder on my player so i have navmesh on 200 meters from where my player is.

What I see is that navmesh is drawing correctly as far as mountains etc. but not on the trees/rocks, is like they don’t exist.

Am I doing something wrong? Should I have another NavmeshSourceTag somewhere?

Thank you.

Anyone actually can help on this would be awesome! Any further info you might need? thanx.

I have not worked with the unity terrain system yet, but afaik the NavMeshSourceTag is needed on every tree/rock if you need to flag them as not walkable.

The beginning of 2019. It does not work.