Hmmm, this seems to prevent an agent from leaving the nav mesh, however, I am more interested in the moment when an agent leaves the navmesh so that I may solve it more elegantly than simply “snapping” the agent to it.
This also raises an interesting concern with what Recast is generating, as seen here: http://i.imgur.com/3hvRv8k.png
Each one of those blue/grey checkered boxes has a RecastMeshObj attached and set to be Unwalkable (-1). This may be similar to this issue: Preventing Recast Graphs Nodes inside Obstacles
Moreover, if an agent happens to fall into a spot between the navmesh and those little orphaned pieces, I may be getting false positives attempting to snap agents to those rather than the correct navmesh.
Thanks again for the assistance.