Navigating around water

Hi

Maybe because of the earlier tweak that we made

That code will make the last point in the path exactly the requested point regardless of if it could actually reach it or not.
I mentioned that you might want to snap to the closest point on the end node, and that is likely what you need to do here.

path.vectorPath[path.vectorPath.Count-1] = (path.endNode as TriangleMeshNode).ClosestPointOnNode(path.originalEndPoint);