I’m not liking the new system at all, it is pain staking going through and deactivating all objects I don’t want baked compared to only selecting the objects I want baked. Or am I just missing something here?
I really wish it had more options beyond needing to assign dynamic objects to a new layer or decorating hundreds of objects with the NavMeshModifier component. I liked the old static flag option more.
I’m guessing there is no way of going back to the old system? this new way is absolutely damn atrocious, what were they thinking?
I’m confused. You can set the collection method. Whether that be everything in the scene (All), objects defined in a region (Volume) or everything parented to the NavigationSurface (Children).

still even with that, it was much more simpler to just bake the navigation static for the objects you want.
You can put all stuff you want to be baked or deactivated or whatever into different folders and then use NavMeshModifier() on the topmost folder and all the stuff contained within also gets that usage.
One thing that definitely is worse in the new method is (see my other thread here) you can’t make a special navmesh terrain and bake the navmesh based on that terrain.
In my game the main navmesh for the worlds big open map is frozen from ~6 months ago, and I cant change anything on it, as that would require me rebaking the navmesh (which I can’t now with the new method) I noticed I had made a mistake in this (and one can walk into a rock), I just made an error message onscreen when this happens so the user is aware I know of this bug, ‘obviously you shouldnt be able to walk here’ ![]()
its odd you say that, im looking at my project and i see new AI navigation and static, and its being treated as an obstacle to go round like before.

I haven’t checked in a couple months, but nothing in your screenshot lets you filter the surface to only collect static objects, right? As soon as you start using the new navigation stuff, it even disables “Navigation Static” as an option:

odd, hadnt seen that but

heres the archway, nothing says to avoid it but it knows it can only go through the hole ![]()