
Dynamic runtime NavMesh baking for Unity. Fast, simple, and flexible — supports player-centered or grid-based streaming for large, procedural, or open-world maps.Sample content has been created with built-in render pipeline. You can use the respective material converters to migrate to any render pipeline. The Runtime Spawner package has no dependency on any render pipeline functionality, and works perfect with all of them.Build smarter AI in any world size.The Runtime NavMesh Baker brings Unity’s navigation system to life at runtime — no more giant pre-bakes, crashes, or waiting. Whether you’re building a large open world, a procedural map, or just need dynamic navigation for flexible environments, this tool gives you fast, reliable navmesh generation exactly where it’s needed.Key BenefitsNo More Pre-Baking – Skip long, fragile editor bakes that fail on large maps.Scales to Any World – Continuous bubble mode for focused gameplay, or grid-cell streaming for infinite/procgen maps.Plug-and-Play AI – Agents can move immediately with included samples (click-to-move, spawn-on-bake, motion animator).Production Ready – Async baking, concurrency controls, and live debug tools keep performance in check.FeaturesSimple Setup – Add a Baker Coordinator, assign your player, press Play.*NEW* Bake Profiles – Save and swap different bake settings per game mode or level.*NEW* Procedural Ready – Includes a Procedural Tile Manager with sample tile providers (Weighted Hash, Noise, Improved Noise).*NEW* Debug & Diagnostics – Inspector shows bake jobs, queues, and gizmos for runtime visibility.*NEW* Samples Included – Full example scenes and helper scripts to get started fast.CompatibilityUnity 2022.3 LTS and newer.Works on all platforms supported by Unity’s NavMesh system (PC, consoles, mobile, VR/AR).Samples use TextMeshPro, Cinemachine, and Legacy Input Manager (not required for runtime).Why Use It?Unity’s built-in navmesh tools require edit-time baking — which fails for large or streamed worlds. Runtime NavMesh Baker removes this limitation, enabling navigation wherever your player goes.No more giant pre-bakes, crashes, or waiting. Just dynamic, efficient runtime navmesh generation.Online DocumentationUser Manual: https://megacrush.gitbook.io/runtime-navmesh-baker API Documentation: https://www.megacrush.app/api/runtime-navmesh-baker/Feedback / Get in touchFor support, please email support@megacrush.app or visit our website at https://www.megacrush.app/supportYou can also get in touch:on Discord: https://discord.com/invite/kvsMqeFS7Yor Bluesky: https://bsky.app/profile/megacrush.bsky.socialThe Runtime NavMesh Baker unlocks the ability to generate navigation meshes dynamically at runtime — no pre-baking required, minimal setup. Built on top of Unity’s AI Navigation package.Getting StartedAdd a NavMesh Baker (or NavMeshBakerService) to your scene.Assign your player or center target.Press Play — navmesh is generated automatically around the player.Configurable OptionsUpdate Rate – How often the system checks whether a new bake is needed.Move Threshold – Only rebake if the player has moved beyond this distance.NavMesh Size – Control the bounds of the generated navmesh (smaller = faster bakes).Pre-Bake Option – Generate a navmesh immediately on scene load, so AI agents can spawn without errors.Advanced FeaturesTwo Bake Modes – Continuous AABB around the player or grid-cell streaming for procedural/open worlds.Profiles – Store multiple NavMeshBakeProfile assets with different settings for quick swapping.Procedural Integration – Works seamlessly with the included Procedural Tile Manager and tile providers (weighted, noise, biome-style).Debug & Diagnostics – Inspector shows in-flight jobs, dirty queues, and navmesh gizmos for live feedback.Samples Included – Click-to-move player, spawn-on-bake spawner, and simple motion animator to get you started.CompatibilityUnity Versions: Tested with Unity 2022.3 LTS and newer.Platforms: Supports all platforms where Unity’s NavMesh system is available (Windows, macOS, Linux, consoles, mobile, VR/AR).Note: Samples depend on TextMeshPro, Cinemachine, and the Legacy Input Manager (the core package has no extra dependencies).Performance NotesUses Unity’s async navmesh baking APIs to minimize frame spikes.Small navmeshes bake faster (adjust NavMesh Size or cell size to balance coverage and performance).Grid Cell Mode allows streaming infinite/procedural worlds with predictable memory usage.Concurrency controls let you throttle how many bakes can run simultaneously.Supports object pooling for procedural tiles, reducing allocations and GC pressure.* NEW * - custom profiler hooks throughout the system, zero GC