Referencing a previous topic, found here
No need to read it, summary is I had issues with complex navmeshes like this below
I took your advice of implementing a modified version of AI Path aligned to surface that added what you have below here.
void Update () {
ai.position = AstarPath.active.GetNearest(ai.position).position;
}
It improved things but I find some navmesh still had issues here and there, and I have to be careful about angles on the structures.
With recent major updates to A*, just wondering if this recommendation still applies? Is there a better way to handle this scenario now?
Thanks for all your help!