This is a request to see if something can be done to greatly speed up the navigation mesh generation. It is so incredibly slow I really HATE using it. I'm not saying that lightly either.
To give you an idea, here's a small part of our map (around 5% of the total map size), and it takes almost 30 minutes to generate the navmesh just for it:
First off, and this lends to the frustration, is that Editor crashes when it isn't the active window all the time. I've reported this in other threads, but it persists and makes it almost impossible to have the mesh recalculate without Editor dying in the process and having to start all over each time. I've already wasted a couple of hours today just on this issue alone.
Here are some of the general issues I have with the way it's implemented currently:
Make it heavily multi-threaded. Use all 8 of my cores and go to work. It's okay if I can't edit at the same time it's making the mesh in this case.
If you have an area with terrain elevation changes, like in my image, to keep the entire area as one mesh you have to make the height really large, which greatly slows down the generation. In the image I really can't make the entire thing from lowest to height as one navmesh because that area has about 400m of elevation change in it and it would takes hours to generate then.
Implementing some way of combining multiple navmeshes together automatically, so that I can piece several together with just the elevation changes for each one that are needed to maximize speed, but when they are all done they are seamless to the AI. Combining multiple overlapping meshes, essentially.
Auto-generate the entire navmesh for me based on the heightmap (the entire level at once), and as it's processing then check to see if there's something it collides with (tree, house, etc.) and have the navmesh go around it, or increase the height at that instant to check for higher objects. With perhaps some sort of hint system for special cases like overhangs. While I could technicall do that today with one massive zone, because of the slow speed and the elevation changes on our map, it would take days to make the mesh.
Allow us access to the source code so we can fix it ourselves.
Something really needs to be done to improve the system though.