Recast Graph NOT Detecting Holes in Terrain

I noticed that Recast Graph made navmesh behind cliffs so I decided to paint hole in Terrain because the player won’t be able to see them but it seems that Recast Graph doesn’t register the holes.

Is there any other way of ignoring that navmesh behind the cliffs because right now agents glitch through cliff collider and go inside it. Is it only possible with 3d editing?

Here is the scan after I painter holes in Terrain:

Hi

In the beta version, terrain holes are supported.
Convex colliders are also solid by default.

You can download the beta here: A* Pathfinding Project

I cannot use Beta since my project is on 2021.3f version of Unity. Is there any other way?

Hi

There’s no great way in the non-beta, iirc.

Usually a navmesh behind the cliffs is not a big problem, though, as the agents will never navigate there.

Is there a setting I can turn on in the RichAI agent that will stop it going through the collider of the cliff. It currently goes in purple arrow way but it should logically go in red arrow way

image

Hi

That looks strange. The RichAI is always clamped ot the navmesh, but it looks like your purple arrow goes through a navmesh edge?