NavMesh

since you dont really want to render it at runtime (but might be good for testing)

If you want to fully integrate it you can implement the interface IBuildStageCallbacks (the class must not be a MonoBehaviour) and check that your navmesh is generated and assigned in e.g. PreBuildScene

I’m not sure to understand all of what you said (not my maternal language) but I think I understood the minimum
I will try to generate the complete mesh after runtime by IBuildStageCallbacks as you say

by user 224464722878005248

Found

I added : AssetDatabase.CreateAsset(mesh, “Assets/myPath.asset”);

by user 224464722878005248

by user 224464722878005248