I’m working on a project where the surface for which I want to create a NavMesh is created dynamically at run time, and it doesn’t use prefabs, making using NavMeshSourceTag problematic. If I put a NavMeshSurface on the gameobject that dynamically builds the mesh and have it collect all, that works like a charm. However, only part of the area is visible at any given point in time, so I need to be able to update the NavMesh dynamically too. Doing so hangs execution unless I can find a way to do it asynchronously with a NavMeshSurface.
Thanks in advance, and let me know if there’s anything I can add that might help.