Would appreciate clarification on Navigation Areas and Costs. Thank-you

Hello Everyone, Thanks for reading this. The manual is very clear on how to use the the built in navigation except I can’t seem to wrap my head around how to increase the pathfinding cost for certain areas. I understand how it works, but the implementation eludes me. I’ve attached a photo from the Unity Documentation. My question is: How was the purple “water” area made? My guess right now is that there’s a second cube within the floor with a second NavMesh on it. What gives me pause is how on Earth would you make that work on something more complicated? For example, a map with roads and mountains like an RTS. Is it possible to have different costs within a terrain? Do I need to get 3D modelling software involved? I was thinking I could get it done with tiles but would like to avoid limiting the art that way if i can. Any guidance would be appreciated. Thanks again

The darker blue at the bottom is the water object. The reason the purple is shown smaller than the water object that generated it is because there is a “gutter” around things defined by the size of the NavAgent. You can also see that effect under the ramp, where the headroom is poor. Its not a navigable area, and the blue water object shows through. I haven’t found a way to “paint” unity terrain with different nav Areas. That could be pretty nice. So we put down objects to restrict navigation. They can be nav-static, and carve the nav mesh, or they can be nav-static and have an area assigned that allows navigation.