NavMesh.CalculateTriangulation now broken/useless?

I have a scene with several dynamically created NavMeshSurfaces.

When I use CalculateTriangulation it appears that the vertices of the navmesh reported for each surface are combined in the NavMeshTriangulation in their local coordinates, not world space.

I have no way to untangle this short of enabling only one surface at a time and recalculating in order to apply the correct transform, but this is slow and disruptive at runtime.

How can I efficiently get a coherent triangulation in this scenario?

Screenshot shows the navmesh triangulation (white) in the same coordinates. Expected to see the white grids overlap the blue navmesh vis but alas.

Running v5.6.1

I believe this is fixed in : Unity 5.6.1p2

Awesome, thanks.

Now if only the triangulation included data for nav mesh links also!

It now happens in 2022.2.8f1. The different surfaces don’t apply their transforms.

Edit:
Ah nvm, the issue is different. It seems prefabs with baked navmesh data instantiated by the tilemap, don’t have their values properly updated before or during the Start call. If you call the NavMesh.CalculateTriangulation in update, you get the proper offsets.