What's new? (Upgrade Guide)
Upgrading from version 1.0
Upgrade Guide: Runtime Navmesh Baker 1.4.0
Version 1.4.0 adds important new features and quality-of-life improvements to make runtime baking more flexible, especially for procedural maps and complex spawning workflows.
What Changed
NavMesh Placement Policies on
SpawnEntry
Require — spawn only when a valid NavMesh position exists (otherwise defer and retry)
Prefer — spawn immediately; agent enables once NavMesh becomes available
Ignore — place without NavMesh restrictions
Deferred Placement Queue in
RuntimeSpawner
Handles Require policy automatically with exponential backoff
Prevents “Failed to create agent” errors when baking is still in progress
Spawn Hints System
New
EnemySpawnHintPoint
components act as authored anchorsEach hint can define its own rules (weights, categories, faction, etc.)
The spawner resolves around hints for more controlled encounters
Improved Grid Bake Visualizer
Clearer gizmos for debug visualization of active/queued grid tiles
Performance / Stability Updates
Reduced allocations when scheduling bake jobs
More robust handling of agent enabling during bake transitions
Migration Steps
No breaking changes from 1.3.0 — if you’re already using the BakerCoordinator
, your setup continues to work.
To take advantage of new features:
Review your Spawners
Update
SpawnEntry
assets to set a NavMesh Placement PolicyUse Require if you want guaranteed safe placement
Use Prefer for more immediate spawns in dynamic maps
Leverage Spawn Hints
Place
EnemySpawnHintPoint
components in your sceneConfigure per-hint rules to bias or restrict where AI appears
Debug Your Grid
Enable the Grid Bake Visualizer on your
BakerCoordinator
for clearer feedback on what’s being baked
Notes
Procedural Maps — These improvements are especially useful in streaming/tiled environments, where spawn timing and navmesh readiness can vary.
Backwards Compatibility — All 1.3.0 migration steps remain valid. No removals or renames in 1.4.0.
Inspector Feedback — The Coordinator inspector now gives better visibility into spawner placement and bake queues.
Before & After
Before (1.3.0):
Agents spawned immediately, risked errors if NavMesh wasn’t ready
No authoring control over spawn bias/weighting
Now (1.4.0):
Agents can wait safely for valid NavMesh
Authoring Spawn Hints gives you fine-grained control
Debugging grid bakes is more visual and less guesswork
Upgrade Guide: Runtime Navmesh Baker 1.3.0
Version 1.3.0 introduces a major workflow update.
The old NavMeshBaker component and direct use of NavMeshBakerService have been removed.
The new BakerCoordinator is now the single entry point for runtime baking.
What Changed
Removed:
NavMeshBaker
(legacy component)Removed: Direct creation of
NavMeshBakerService
from the menuAdded:
BakerCoordinator
— manages the service, schedules jobs, and integrates with profiles
This simplifies setup and makes the system more robust.
Migration Steps
Remove old components & Remove Samples
Delete any GameObjects with the
NavMeshBaker
componentDelete or disable any manually created
NavMeshBakerService
GameObjectsDelete the 'Samples/Runtime Navmesh Baker' folder
Add a Coordinator
Unity menu: GameObject → Runtime Navmesh Baker → Add Navmesh Baker
A new GameObject called NavmeshBaker will be created
Assign a Profile
Create a profile: Assets → Create → Runtime Navmesh Baker → Bake Profile
Configure bake settings (mode, resolution, agent type, etc.)
Assign this profile to your
BakerCoordinator
Set the Center Target
Assign your Player or Main Camera to the Center Target field
The navmesh will now generate around this target at runtime
Test
Enter Play Mode
Navmesh tiles will stream and update according to your profile
Notes
Procedural Worlds: If you were using
ProceduralTileManager
before, no changes are required — it works with theBakerCoordinator
automaticallyDebugging: Use the
BakerCoordinator
inspector to view active jobs, dirty queues, and navmesh gizmosProfiles: Profiles can be reused across scenes or swapped at runtime
Before & After
Before (pre-1.3.0):
Add
NavMeshBaker
to a GameObjectConfigure rebake rate, thresholds, and size
(Optional) Manually create a
NavMeshBakerService
Now (1.3.0+):
Add a
BakerCoordinator
Assign a
NavMeshBakeProfile
Set your Center Target
That’s it — everything else is handled automatically.
Questions?
Check the User Manual or the API Reference for full documentation.
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