How to build navmesh for dynamically sized procedural level

The thing with Nav Invokers is that they do not require you to craft and cusromize nav meshe data.

They work automatically based on what is placed in the level and the settings for it (can character walk on, etc).

The use case for those is dynamic terrain/automatic generation, runtime changes etc.

Nav mesh as a custom edited thing is useful for closed projects where things wont change.
Say something like an endless runner that spawns/respawns pieces which are standard - and can use the memory reduction you get from precalculating the mesh instead of having it generate at runtime.

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