As already described above, in order for an obstacle to be taken into account during pathfinding, you need to attach a Nav3DObstacle component to its game object.
Nav3D has an obstacle storage that is used during pathfinding. It stores navigation graphs of obstacles on the scene.
All operations with obstacles (adding or removing) are placed in an execution queue and performed sequentially in a separate thread.
Obstacle processing means constructing a passability graph (also known as a navigation graph) for each obstacle, or for a group of obstacles, and then adding this graph to the obstacle storage.
Navigation graphs are used during pathfinding on a scene.
The result of processing one obstacle or a group of obstacles can be one or more navigation graphs that do not intersect each other in space.