Frequently Asked Questions
FAQ & Examples
This section covers common questions and provides example scripts included with the package.
How do I test that runtime baking is working?
Use the included ClickToMoveController sample.
Namespace: MegaCrush.NavmeshBaker.Sample
Attach it to a GameObject with a NavMeshAgent.
At runtime, left-click in the scene to move the agent.
The script:
Subscribes to
BakerEvents.OnBakeCompleted
.Waits for the first bake.
Warps the agent safely onto the navmesh.
Enables input so you can click to move.
This demonstrates the pattern:
Wait for bake → enable agent → call
agent.SetDestination()
.
How can I spawn agents only after a navmesh is ready?
Use the included SpawnOnBake sample.
Behavior:
Subscribes to
BakerEvents.OnBakeCompleted
.When the event fires:
Chooses a spawn position.
Calls
NavMesh.SamplePosition()
to snap to valid ground.Instantiates the prefab.
If “Only Once” is enabled, it spawns only on the first bake.
Why it’s useful: Prevents errors like:
“Failed to create agent because there is no valid NavMesh”
when spawning AI too early.
How can I see what’s being baked in Grid mode?
Use the included Procgen Map sample.
Behavior:
Draws gizmos for the current grid cell and surrounding rings.
Shows which regions will be enqueued around the player.
Why it’s useful:
Helps tune
cellSizeXZ
,rings
, andhysteresis
in your NavMeshBakeProfile.Makes it easy to align baking cells with procedural tiles or streamed chunks.
Unity throws errors about “Source mesh XXX does not allow read access.”
This is a Unity engine limitation. At runtime:
If you bake from Render Meshes, Unity requires mesh assets to be marked Read/Write Enabled.
If you bake from Mesh Colliders, the same rule applies.
By default, the Runtime NavMesh Baker enforces Physics Colliders mode to avoid this.
To fix:
Prefer Physics Colliders (default).
If you must use Render Meshes or Mesh Colliders:
Select the mesh in your Project.
In the Model Importer, enable Read/Write.
Click Apply.
Unity docs: Mesh.isReadable
Key Tips
Always subscribe to
BakerEvents.OnBakeCompleted
before enabling or spawning agents.Use GridBakeVisualizer to validate cell setup before deployment.
For runtime spawning systems, pattern logic after SpawnOnBake.
If you see Combined Mesh (root: scene) errors, disable Static Batching for geometry that contributes to runtime baking.
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