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 - NavMeshSurfacemanually — but you must ensure all contributing meshes are readable.
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