Use Primitive Colliders instead of Mesh Colliders
Mesh Colliders and Read/Write Access
The simple version is: to bake a navmesh at runtime, Unity requires read/write access to any meshes that are used by Mesh Colliders in your scene.
Best Practices
- Use primitive colliders whenever possible Box, Capsule, and Sphere Colliders are cheaper, faster, and do not require mesh read/write access. This is the best option for floors, walls, props, and most gameplay geometry. 
- Use Mesh Colliders sparingly If you need complex geometry baked from a Mesh Collider: - Make sure the mesh asset has Read/Write Enabled in the import settings. 
- Avoid using static batching on those meshes (batched meshes are not readable). 
 
- DynamicNavMeshSurface Defaults (v1.3.0+) When a - DynamicNavMeshSurfaceis registered with the service, it is automatically configured to use Physics Colliders collection mode. This avoids most read/write issues by default.- If you explicitly switch a surface to Render Meshes, Unity will again require read/write enabled meshes. 
- This is only recommended for advanced cases where colliders aren’t available or sufficient. 
 
Performance Note
- Primitive colliders are faster to simulate and faster to bake. 
- Mesh colliders not only require extra memory (read/write), but also increase bake times. 
- For large, repeating environments, consider using modular colliders instead of a single large Mesh Collider. 
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