Any way to generate path not too close to edge of the navmesh?


Hello there,
I’m using Seeker for generating path with custom movement. Is there a way to make path not so close to edge of the navmesh? Like a way to include the radius of the agent when calculating path instead of making in it the recast graph’s character radius? I’m having trouble to get a smooth path cause smoothing overshoots the navmesh depending on the settings.

You have the option of using RadiusModifier, but to quote Aron directly:

There are too many edge cases where it doesn’t work well. The follower entity is typically a better choice. For some situations the radius modifier could still be appropriate, though

Not that I’m anticipating any issues (this is pretty much it’s ideal use-case AFAIK) just a disclaimer for informative purposes. Enjoy!

I’ll give it a try thanks!