This recipe requires some knowledge of custom editor scripting and an understanding of implementing the points of visibility graph representation. Also, it is worth mentioning that the script instantiates a CustomNavMesh game object automatically in the scene and it requires a prefab to be assigned, just like any other graph representation.
Finally, it's important to create the following class, deriving from GraphVisibility:
using UnityEngine; using System.Collections; using System.Collections.Generic; public class CustomNavMesh : GraphVisibility { public override void Start() { instIdToId = new Dictionary<int, int>(); } }