Baking and layered static navmeshes

Navmeshes are computationally more expensive to generate the more mesh parts are used. In combination with more pathfinding entities active.

It would be nice if we could have a way to save a static navmesh with developers enabling manual nav mesh management for more control on what workspace geometry is used for navmesh recompute.

Benefits:

  • Developers can generate a static navmesh for the static portion of their world in studio.
  • Option to dedicate a folder in workspace that is used for navmesh recomputation for dynamic objects.
  • Potential for nav mesh editing.

Potential issues:

  • Navmesh generation requires agent configuration to compute → Precompute for a specific configuration.
6 Likes

100% needed. PathfindingService constantly recalculating NavMesh dynamically on complex maps is a massive CPU bottleneck for AI-heavy games.

​Trading storage/memory for pre-baked static NavMesh is standard in almost every other major engine. Being able to freeze static geometry and only recalculate dynamic obstacles would save immense CPU overhead on the server.

4 Likes

I wish Roblox, in general, had more baking options. More compiling related options in studio would probably increase performance by a lot, and just make things easier

3 Likes