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public static bool UpdateNavMeshData(AI.NavMeshData data, AI.NavMeshBuildSettings buildSettings, List<NavMeshBuildSource> sources, Bounds localBounds);


dataThe NavMeshData to update.
buildSettingsThe build settings which is used to update the NavMeshData. The build settings is also hashed along with the data, so changing settings will cause a full rebuild.
sourcesList of input geometry used for baking, they describe the surfaces to walk on or obstacles to avoid.
localBoundsBounding box relative to position and rotation which describes the volume where the NavMesh should be built. Empty bounds is treated as no-bounds, that is, the NavMesh will cover all the inputs.


bool Returns true if the update was successful.


Incrementally updates the NavMeshData based on the sources. (UnityEngine)

Each time NavMeshData is built or updated, the source data is hashed, and the hashes are stored along with the NavMeshData.

When called, first the hashes are recomputed and compared and only changed portions are rebuilt. For this reason, the list of sources should always contain all the input geometry, even if they haven't moved or changed. If the list of sources is modified between calls to UpdateNavMeshData the missing/added sources are considered changes.

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