NavMesh ideas...

So, I’ve been trying to limit the size of a NavMesh. And I’ve seen a few threads about the topic, and a video from Unite 2017, with outdated information (great hu? Either that, or the video was showing the paid version of Unity.)

Please see the images for what I tried to do… Eliminate areas.

Imgur: The magic of the Internet - Using cubes to ‘cut out’ areas.

Results - fail. The area still get ‘baked’.
Imgur
Imgur

Why does this technique not work?

Why are there not these 2 possible solutions?:

  1. Have a ‘trim edge’ option. That could at least cut away from the edge. As opposed to messing with the NavAgent size (default 0.3. Changing to 1 seems to cut out a lot of baking time, but anything over 2 seems to cause huge unacceptable gaps/breaks). (Trim edge from the edge of the terrain.)

  2. Having a ‘paint NavMesh area’ function. Just like with painting the actual terrain, the special brush would create a reference, to the area allowed. And then bake. If this is possible, please let me know. And free options please.

—This stuff is all for AI navigation btw. And I don’t want to use the ‘bake while moving’ option, as I’ll be using a landscape with detailed geometry. And yes, I know it’s possible to export the landscape (OBJ), then trim it, and then import it, and mess around getting that to work. I suppose I could use flat areas only, and then use cubes for the path - generate the NavMesh and then get rid of the cubes. … But honestly, the best option - for me anyway - would be the ability to paint the locations, then bake.

with new navmesh tools, can do area/volume baking, if that would work for you

Yeh I saw that thread. And I’ll see what happens. Should be good I hope.