# 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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