Corner Clipping

Hi there. I’ve got a problem with corner clipping - agents are following a normal path around corners, but just before they turn the corner, they make a path directly to the target. This path makes them walk directly into walls, so it’s obviously not a valid path.

The video below demonstrates this problem. You should be able to see the starting path at the very beginning of the video. The null error in the console is not having an effect - that’s something separate. Anyway, I’m using a navmesh, and there are invisible walls all along the edge that contain the player and enemies, which have CharacterControllers. That’s what’s forcing the agent in this video to slide along the edge of the floor.

https://www.youtube.com/watch?v=q5s8Y44GWoc

I’m using the basic version of A* Pathfinding at the moment (even though I have Pro), so RVO isn’t a factor. I’ve tried everything I can think of, including reducing the “next waypoint distance” in the mover script, called AStarMover. AStarMover is just a version of the basic code provided in the Getting Started help files. I believe I’ve got the smooth and funnel modifiers configured properly. Just in case, here’s a screenshot of the Inspector settings for all relevant pathfinding components:

http://i1343.photobucket.com/albums/o800/BrianCrandell/CornerClipping_zpsad766611.png

Any help is appreciated.