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Your MR mixes physics and renderer collection that will lead to problem.
Are you willing to spend some time and create a better solution with "source override" per modifier?
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| private static void CollectTile(Tilemap tilemap, NavMeshBuilder2dState builder, Vector3Int vec3int, Vector3 size, Mesh sharedMesh, Quaternion rot, ref NavMeshBuildSource src) | ||
| { | ||
| if (!builder.overrideByGrid && tilemap.GetColliderType(vec3int) == Tile.ColliderType.Sprite) |
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There no option to collect physics from tilemap, except from collider, and collider doesn't have tilebase context.
TilemapModifier is a special case for Renderer Meshes or Boxes.
Can you describe why you need both physics and render meshes in one bake? There better and clean solution that we can implement, just use Source per Modifier
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Fixes a bug where any Tilemap Modifier component settings were ignored when Use Geometry=Physics Colliders was set.