 
     // Create a NavigationMesh component to the scene root
     NavigationMesh@ navMesh = scene_.CreateComponent("NavigationMesh");
+    // Set small tiles to show navigation mesh streaming
+    navMesh.tileSize = 32;
     // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
     // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
     scene_.CreateComponent("Navigable");

        "Use WASD keys to move, RMB to rotate view\n"
        "LMB to set destination, SHIFT+LMB to teleport\n"
        "MMB or O key to add or remove obstacles\n"
        "Space to toggle debug geometry";
    instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
    // The text has multiple rows. Center them in relation to each other

    // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
    // it will use renderable geometry instead
    navMesh.Build();
    // Save navigation data (used for streaming only).
    IntVector2 numTiles = navMesh.numTiles;
    for (int z = 0; z < numTiles.y; ++z)
        for (int x = 0; x < numTiles.x; ++x)
        {
            IntVector2 idx(x, z);
            navigationTilesData.Push(navMesh.GetTileData(idx));
            navigationTilesIdx.Push(idx);
        }

    // Create the camera. Limit far clip distance to match the fog
    cameraNode = scene_.CreateChild("Camera");
