November Update
Posted 21 days ago
We overhauled our Navmesh generation. Instead of generating one giant Navmesh we now tile it into smaller pieces. This has many benefits, one of them is that you can now cover much larger maps with a Navmesh.

Another one is that you can now efficiently regenerate individual tiles of the Navmesh at runtime without freezing your game.
We also made it possible to add dynamic obstacles to the Navmesh. Those are updated in real-time and do not require regenerating the Navmesh. The obstacles integrate into our existing collider/trigger system.
You can turn larger moving props into an obstacle, or statically block off larger areas of your map.
You can also toggle obstacles on and off to create doors and similar mechanics.