Was just going through the example on the "Get Started With The A* Pathfinding Project" page, and something about the code is off.
You have the 'Next Waypoint Distance' set to 3, and in the example this causes the AI to select a node several steps ahead of where it is. For example, at the start of execution, it jumps to node 2 because the previous nodes are within 3 units of the Character Controller.
Since the center of the Capsule is in the middle of the mesh, and the path nodes are on the ground plane (y height of 0) , there will always be at least ~1 units distance to the next node. Standing directly on top of a node it's closer to 1.07XXX
As is, the example has the AI controlled capsule stopping several units short of the end destination, adjusting the Next Waypoint Distance to 1.09 gets it fairly close, but it never ends up standing on top of the final node. With the distance set at >2, it starts skipping nodes and will drag against obstacles on tight turns - possibly becoming stuck if it's skipping enough nodes ahead.
The GameObjects I added are all at their defaults, so the capsule mesh is the default 2 high, radius .5 along with it's controller and collider.
Here's what it looks like when it tries to navigate around a 1 unit wide wall and gets stuck. The red line drawn is the Vector3 that is being passed to controller.SimpleMove, so it's the pointing towards the current waypoint. The Next Waypoint Distance is set to the default, 3
This all leaves me a bit confused. Whats the proper way to get this capsule to move over every node, and stop at the end of it's path rather than stopping short of it's final waypoint?