UpdateNavMeshData bug and performance

Hi, I’m trying to use this but having some difficulties and would really appreciate answers to these questions if anyone is able to help!

  1. Unity - Scripting API: AI.NavMeshBuilder.UpdateNavMeshData says that you can submit a ‘localBounds’ to update a part of the NavMesh. This doesn’t appear to work. It will rebuild a NavMesh sized to the localBounds rather than updating the larger NavMesh data that’s passed in. I’ve found numerous threads reporting this issue from years previous. Is this ever going to be fixed or can you provide a workaround?

  2. Using the above function to add a small cube about 10x10 to a local bounds about 20x20 of the NavMesh takes 4.5ms. This feels dreadfully slow to me… Is this expected performance?!

  3. Similar to the above, I have a terrain 250x250 terrain with about 10 cubes in it acting as obstacles. It takes ~50ms to build. Is this expected performance?

Hopefully I’m doing something very wrong here and people can tell me they have achieved far better performance dynamically updating a NavMesh. If anyone else has some profiling times from NavMesh updates please let me know what I can expect to achieve.

Timings were done on 2.3GHz quad core i7.

Thanks!

Note that you can use preserveTilesOutsideBounds for this

Yes. I had that enabled.

In the end I wrote my own solution.