working on a game with destructible environments and the navmesh situation is slowly breaking me. every time a wall collapses or a door gets blown open, agents need to know about it, but rebaking the whole navmesh causes a noticeable hitch even on relatively small maps. players absolutely notice.
been looking at a few approaches:
current hack: I'm queueing rebuild requests, throttling to one per second, and briefly suspending pathfinding queries during the bake. agents freeze for a frame or two. it's ugly.
also tried async rebaking off the main thread and Unity's navmesh baking touches main-thread state in completely undocumented ways. great afternoon, 0/10.

is anyone handling actual topology changes cleanly at runtime, not just obstacle avoidance? what's your setup?