Recast Graph and Height + Funnel Modifier

Hello! I’ve attached some screenshots of my issue. It’s two-fold.
Firstly, the recast graph seems to not be very accurate to the mesh collider. Its a seemingly very basic slope and the recast almost ignores it completely. If I set voxel and tile size very low, its a bit better, but I feel that’s not the right solution. In comparison, Unity Nav Mesh makes a perfect contour to the slope.

Secondly, the funnel modifier seems to skip over some important polygons. Even when its calculated more accurately, it will “tunnel” through the slope and just ignore it and start pathing underneath the graph.

Any tips for dealing with height in a recast graph? I feel this is a pretty basic thing and a simple slope. Thanks!

First Issue:
Screenshot_20240918_030602
Screenshot_20240918_030609

Second Issue:
Screenshot_20240918_032033
Screenshot_20240918_032056

Hi

The navmesh is intentionally this way. The Y coordinate is simplified away. The units should be able to navigate it just fine anyway (in almost all situations anyway, in some cases you may have to reduce the tile size).
If you want the funnel modifier to not simplify the y coordinate, you can enable the “Split at every portal” option.