AIPath (non-legacy) + Rigidbody support for steps?

I’ve implemented stepping-up functionality for AIPath controlling a Rigidbody using override in ClampToNavmesh(). I could make it more general and offer back if it’d be useful (I imagine it’s a pretty common desire). Best done inside AIBase I’d guess?

However certain paths in certain world geometry cause problems where the agent cuts the corner too tight. I’m only on 4.1.16 atm and noticed there’s a fix in 4.2 “Added a height and radius for the AIPath and RichAI movement scripts.” so I’ll work on upgrading again (glad to hear the asmdefs and extra-assembly graph type loading are built-in now!) Hopefully it’ll fix the problem but, in case not, I’m reporting in case you can offer other suggestions:

hmm… 1986kb GIF won’t upload telling me it’s bigger than 8192kb. Um.

Posted GIFs to twitter:

If fixed in 4.2.x, great. Otherwise, what’s the best way to get agents to check width validity and/or swing wide of corners?

Thanks