I’ve searched for quite a while now and hope i haven’t missed something totally basic: We’re currently developing a game that includes platforms in different heights. Sadly we can’t find an option to properly distance a graph from a platformEdge like when staying next to a wall.

will erosion work the same as the collision check? eg. if my unit is 5 grids wide does this translate to a erosion of 3 (5/2 = 2.5; floored to 3 edit ceiled of course) and will block the same nodes around a wall as the collision check would do?

So i tried this and it seems like there is a difference that can get quite significant:
this one is with collision testing with a unit of a diameter of 2.5:

This one is with an erosion of 2 (2.5/2 = 1.25 → ceil to 2)

Yes, it’s not quite the same, especially when colliders are not aligned to the grid. However, it scales the same. So a diameter of 10 means the same thing as 10 erosion iterations.

The physics check uses a collision check from the center of the node. The erosion erodes away the graph on a node-by-node basis.

alright so erosion seems our best bet, should not be huge problem if we just scale everything to a unit using a integer amount of cells but thanks for the clarification, the fast answers and your great project!