Greetings,
This question is quite weird to phrase properly. Basically I would like to get the areas around obstacles that are cut from the navmesh to be flagged as nonwalkable. Right now they are completely excluded from the NavMesh after it’s been baked and there seems to be no way of using them.
Basically I am trying to make a flying unit and to make it fly over things, the navmesh should not have holes, just different areas. Those can anyway be set on the NavAgent area mask.
Any ideas would be highly appreciated,
Cheers

I’m not sure this is doable out of box with Unity.
Perhaps you could take this approach: make separate invisible geometry above the world that goes over all the obstacles gaps the way you want them to, then joins part of the main geometry.
Then just make sure the ground and sky meshes never touch, and then flying enemies would navigate based on being on the top mesh, ground enemies on the bottom.
This guy looks like he made his own web of flying connections / nodes, specifically connecting them:
And it’s a cool little video, complete with spazzy space attack music. 
Hey,
Thanks for the link, however that does not work for me at all.
For now I’ve added a second NavMeshSurface with a flying area, that ignores obstacles.
Cheers.
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