As I understand from the documentation and some videos I’ve seen, the NavigationMesh should avoid MeshInstance3D objects during baking. However, for whatever reason, that’s not happening for me, and am at a loss as to why.
For context, I’m using Terrain3D to generate the terrain.
You NavigationMesh is set to the default which is parsing only child nodes recursively. The only child node is the Terrain3D node. So you either move your other node in the right position or you change the parse settings of the NavigationMesh, e.g. change to parse by groupname and add that groupname to all the nodes that should be parsed.