I just started digging into your Pathfinding solution yesterday so I'm still figuring out what options I need for my project. I was looking at the RecastGraph examples earlier because it does seem like the direct correlation to what I'm doing currently.
This is a current test map using Unity's pathfinding
I've been modifying the Penalties example to see if I can get the results I wanted. I came up with this.
Crouch 10M and 20M refer to areas in which tall mechs would have to crouch to pass under, the number is tallest that a unit could be to pass under. The red area on the right defines a Road that allows for faster movement. Woods/Roads/Crouch10/20 are all defined as Tags currently.
This is the Seeker settings for a Tank. Not allowed to enter Woods, basic ground has a 1000 cost, roads have significantly less and basically ignores Crouch regions. I was able to get overlapping tags by having the regions only update a Start.
For an infantry unit; allowed to go everywhere, but high costs to go through woods and a much smaller speed bonus to travel on Roads.
Settings for a giant mech; not allowed in Woods or Crouch10m (but is allowed on Crouch 20M with a significant movement penalty) and Roads only allow for a moderate benefit.
At this point, I'd love to hear what your suggestions are before I commit to a solution.