Navmesh Cut has to be larger than object

Noticed a problem where you have make the navmesh cut graph larger than its object. Otherwise, pathing will try to squeeze through space thinner than the width of its transform. For example, if you put two cubes such that only the corners of their edges are touching, pathing will try to walk a character in between them!

In essence, it seems that pathing does not take the moving object’s width into account, when calculating whether it can squeeze through tight gaps.

Hi

Yes. There are pathfinding algorithms that can handle that, but those add significant complication if one wants to handle all edge cases (to implement it for a single game can be easier since you can ensure some edge cases do not happen).
I have chosen to make the navmesh cuts represent the precise region that a character’s center cannot be in. So if you need a margin you can simply increase the radius/size of the obstacle.