For a project, we have several tiny planets with individual navmesh graphs. The graphs are more or less spherical, but have cutouts for places we do not want the characters to walk to (Walls, fixed obstacles, etc). However, when searching for a path, agents tend to walk really close to the edge and sometimes fall off the edge which looks really bad and glitchy. I tried playing around with the followers “Radius”, “Desired Wall Distance”, “Local Avoidance”, different modifiers and also tried “Use Navmesh As Obstacle” in the RVO Simulator, but to no avail.
Can anyone please point me in the right direction?
One last solution I have in mind would be offsetting the navmeshes edges in Blender and using the slightly smaller mesh as the new navmesh, and the original bigger one as a mesh collider for the agent to walk on. But since we have lots of navmeshes, and our designers are already overloaded, I’d love to spare them from creating more quite redundant models.
Thanks,
Olivier