Hi! Thanks a lot for your reply and your thoughts — I’ll try to explain what made me think Navigation Invoker might not be the best fit for my case. Maybe I misunderstood how it works, and I’d really appreciate clarification if that’s the case.
In my project, I have Interactive
actors (like furniture or boxes) that the player can move around the level during gameplay.
I also have NPCs who need to interact with those same objects — walk to them, use them, etc.
So from what I understood, for an NPC to be able to find a path to an object, that object must be inside the radius of a generated NavMesh.
And since NavMesh is generated only around Navigation Invokers, I assumed that each NPC would need an active Invoker Component, with a large enough radius to include any object they might need to reach.
Let’s say I have 10 NPCs — then I’d have 10 active Invokers on the map, all with big radii, to make sure interactable objects are covered. That seemed inefficient and potentially heavy for performance, especially if the NavMesh needs to constantly rebuild around all of them.
So maybe I misunderstood something fundamental about how Navigation Invokers work, or how to set them up properly. I’d love some guidance there.
Also, I’ve found the setting to limit how frequently the NavMesh updates when using Runtime Generation: Dynamic
, so that’s no longer a problem. Thank you!
My NavMesh area isn’t very large, so maybe using Dynamic updates really could work well in my case.
It’s just that I’ve read in many places — both in forums and in official documentation — that this approach is generally not recommended, so I was hesitant to rely on it.
But perhaps with proper configuration, it might actually be the simplest and most effective option for my situation.
Thanks again — I really appreciate your time and help!