Trying to do asynchronous updates of Navmesh objects at runtime that were built at editor time.
Our maps are big, contain thousands on objects, and mostly static. Baking takes ~ 5 mins.
Players can build bases, those bases need to update the navmesh tile they are in.
First issue is that doing a runtime navmesh update on a NavMeshData asset that was built at editor time clears out the entire navmesh and refuses to re add anything (also takes roughly the amount of time it takes to rebake the whole thing but with no results)
If I create a new navmesh at runtime then call updatenavmesh it works as expected and is very fast.
I tried instantiating the navmesh data object so I’m not messing with the project asset but this didn’t help.
Regenerating a navmesh for 3 mins on server startup isn’t really feasible.
The second issue with this process is that I have to pack thousands of rock transforms into the sources list for an update of a single tile that concerns only a few colliders. And this array will constantly have things added and removed, requiring me to re allocate a massive array and re copy all my static sources into it just to update one cell.
Has anyone come up with a decent solution to this?
