Path to close to collider

Thanks for the reply. I was already playing around with the ITraversalProvider but from my understanding this influences the whole grid, right? As I’m having multiple agents using the same grid and some might be able to traverse while others won’t (details problem and question can be found here: Performance implication for multiple agents and pathfinding setup) I opted against.

So I will extend the GraphUpdateScene.

But anyways, it’s still to close even when erosion does not work on TAGS, the size of the colliders is not correctly considered ?!