Quick answer: Exclude irrelevant geometry from the bake, use a coarser voxel size where precision is not needed, and bake in tiles or regions rather than the whole world.

Slow navmesh bakes are too much geometry at too fine a resolution. Here is how to speed them up.

How to fix it

1. Exclude irrelevant geometry

Mark only the geometry that affects navigation as included in the bake. Baking against every mesh, including decorative ones, slows the bake. Exclude what does not matter for pathing.

2. Use a coarser voxel size

A finer voxel (cell) size increases bake time sharply. Use the coarsest resolution that still produces a usable navmesh for your agents, since over-fine precision is rarely needed and costs a lot of bake time.

3. Bake in tiles or regions

Bake the navmesh in tiles so you can rebake only the changed region rather than the whole world each time. Tiled baking dramatically improves iteration on large levels.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.