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.
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