NavMesh.AddMeshData.position <-- Doesn't Exist?

Edit: Unity version 5.6.0f3

The scripting manual here: Unity - Scripting API: NavMeshData

States that it is a public variable (as is rotation) but they are unavailable.

    public Mesh CreateMesh()
    {
        Mesh mesh = new Mesh();
        mesh.vertices = vertices;
        mesh.triangles = triangles;
        mesh.uv = uvs;
        mesh.RecalculateNormals();
        for (int i = 0; i < mesh.vertices.Length; i++)
        {
            // For each set of triangles which are Vector3's, we will add them to the NavMesh
            TerrainType[] regions = GameObject.FindGameObjectWithTag("GameManager").GetComponent<MapGenerator>().regions;
            if( vertices[i].y < regions[3].height || vertices[i].y >= regions[13].height)
            {
                // Not Walkable
            } else
            {
                // Walkable
                NavMeshData tmp = new NavMeshData();
                tmp.position = vertices[i];    // <--- This is the part that doesn't work.
                NavMesh.AddNavMeshData(tmp, vertices[i], Quaternion.AngleAxis(90, Vector3.up));
            }
        }
     
        return mesh;
    }

This is the code I am going through. I create a mesh from PerlinNoise, and I want to take the vertices, and if it’s in a certain ‘height’ range, then I want to add them as walkable terrain for the NavMesh. Then I will update the navmesh when it loads, and then I can have a random map with navmesh generated on the fly… however… I have hit a wall.

The property was added in the first patch release of 5.6. ( see Download Archive )

I’m not sure i see what you’re trying to do in the example above - the navmesh data needs to be built using the AI.NavMeshBuilder API - see e.g. Unity - Scripting API: AI.NavMeshBuilder.BuildNavMeshData