I continue to play Unity3d.
In this post I will try to explain how using a dirty crutch you can bypass the static nature of the NavMesh component.
To handle the movement of characters and players, including the engine offers a versatile and quite powerful tool - NavMesh. In fact, this is a two-dimensional figure - a grid that stretches onto the terrain and allows you to handle the movements of the NavMeshAgent.

However, there is a small problem. By and large, NavMesh is static and computed when developed in the editor.
Imagine this situation: we have a ship, gently swaying on the waves and its gallant captain, wandering aimlessly on the deck.
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The problem is that we cannot pull NavMesh on the model of the ship in the forehead. The model is dynamic, the mesh is static.
I found the following exit:
- disable the ship's collider (component responsible for the physics of the model)
- we create several boxes imitating the deck
- generate NavMesh for these boxes
- disable the components responsible for render boxes, i.e. make them invisible
Voila - the captain famously slaps on NavMesh'u, stretched on invisible boxes. With small degrees the buildup of the ship is not very noticeable that it is a little "falls" under the deck.
The scope of the crutch is quite wide. For example, you can build Mesh for birds / dragons, imitate levitation, build invisible bridges, etc.
There are, of course, additional tools - NavMeshObstacles, i.e. dynamic obstacles, but with them enough problems.
If someone has ideas on how to do better, please share your experience.