I’m having some performance issues, it takes around a minute for it to bake the first time, and around 2-3 seconds to update after that when something changes. I have a 2k mesh based terrain, and around 40k NavMeshSourceTag primitive colliders. Is there anything I can do to get those faster? I’m trying to switch over to this from A* pathfinding asset, and in there it bakes the entire scene at runtime in around 10-15 seconds. I’d like to get it similar in time to that.
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Anyone?
There is nothing you can currently do about it. I have similar problems (especially for updating at runtime, which is needed in my game. Those optimization have to be made by Unity. Opening up the navmesh low level API might be another possibility. Unfortunately the Navmesh API does not seem to have a high priority, haven’t found anything in their roadmap. :(.
Okay thanks. Was mainly wanting to make sure I wasn’t doing something wrong.
You could try the newest beta 2017.2b10 or b11 (Unity Editor Beta Releases) if you haven’t yet switched to A*. The version has some decent performance improvements, which solved my problem. I haven’t manipulated the navmesh, just changed some movement costs which works fine now.