Changing AIPath component to have less of an impact on rigidbody2D velocity

Was wondering if you had any thoughts on how to fiddle with the extent that AIPath overrides rigidbody velocity?

I’m not 100% sure how AIpath overrides velocity, but it seems gradual like drag. Is there a variable that controls this?

My current workaround is having two AI: one gameobject using pathfinding and one gameobject using rigidbody that tries to stay close to the AI, but this is a bit difficult

I think my workaround is fine, but out of curiosity I want to bump this, just in case it wasn’t seen