/// Updates the recast tile(s) it is in at start, needs RecastTileUpdateHandler.
///
/// If there is a collider attached to the same GameObject, the bounds
/// of that collider will be used for updating, otherwise
/// only the position of the object will be used.
///
/// Note: This class needs a RecastTileUpdateHandler somewhere in the scene.
/// See the documentation for that class, it contains more information.
///
/// Note: This does not use navmesh cutting. If you only ever add
/// obstacles, but never add any new walkable surfaces then you might
/// want to use navmesh cutting instead. See navmeshcutting (view in online documentation for working links).
///
/// See: RecastTileUpdateHandler
///
/// Deprecated: Since version 5.0, this component is not necessary, since normal graph updates on recast graphs are now batched together if they update the same tiles.
[System.Obsolete("This component is no longer necessary. Normal graph updates on recast graphs are now batched together if they update the same tiles. Use the DynamicObstacle component instead")]