I’m struggling to find a way to address this kind of issue in my game:
It ends up being a really bad user experience when you click to move a guy and they take an obviously much-longer path to the destination. I understand the reasons behind it tech-wise, but regardless of how I play with the settings I can never get a Recast graph to generate a decent mesh that gives me expected behaviors. Raycasts are not a reasonable option for me as that will not handle even simple cases such as pathing around a cylinder.
It seems to me that fundamentally it’s the triangulation algorithm that is responsible for this since it generates all the triangle slivers. Is it possible that using something like a conforming Delaunay triangulation for each voxel countour could help ameliorate this issue?