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