> For the complete documentation index, see [llms.txt](https://megacrush.gitbook.io/megacrush-unity-assets/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://megacrush.gitbook.io/megacrush-unity-assets/runtime-navmesh-baker/runtime-navmesh-baker-user-manual/frequently-asked-questions/render-meshes-vs-physics-colliders.md).

# Render Meshes vs Physics Colliders

Unity’s `NavMeshSurface` supports two source modes:

* **Render Meshes** — Bakes directly from mesh data. Requires meshes to be marked *read/write enabled* and breaks on static batching.
* **Physics Colliders** — Bakes from colliders in the scene. This is safer, faster, and does not require mesh read/write access.

#### Runtime NavMesh Baker behavior (v1.3.0 and newer)

* **DynamicNavMeshSurface automatically overrides surfaces to use Physics Colliders.**
* This avoids common errors like:

  > *“Source mesh XXX does not allow read access.”*
* If you intentionally want to bake from Render Meshes, you can still switch the `NavMeshSurface` manually — but you must ensure all contributing meshes are readable.
