Is there a way to have AiPath.reachedDestination ignore the y-distance?

I have some hills in my game but generally I want to ignore the y-distance to the destination and only check x/z. Is there a way to do this in a 3d project?

Hi

The agent already ignores the y-distance, except to check if the destination is above the agent’s head, or far below its feet.

Hmm, okay maybe im getting issues cus its below its feet then? It goes to its destination and just starts spinning (when destination is a bit under its feet due to a hill)