I’m troubleshooting pathfinding behavior and I notice that large meshes do not consistently cut correct holes in generated pathfinding. The center of this tree is not traversable and the mesh collider is a convex collider. I do not believe this should happen.
I can adjust edge simplification but doing so has other consequences.
Perhaps this is related to ( Terrain Cut-Out Sizing Issue w/ Mesh vs Cyllinder Colliders - #8 by stonstad ), where it is noted that MeshColliders seem to be creating cuts without consistent application of the character radius.
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Add a RecastNavmeshModifier set to “Unwalkable Surface” for Surface Type, and Solid to true 
Thanks for the response, tealtxgr. Why do I need to add a RecastNavMeshModifier for every terrain tree? This doesn’t seem right.
If you want a technical reason I can ping Aron on this to answer?
If you want an alternative, I’d just recommend letting the holes exist. Units can’t pathfind to them on account of the gap, and if you need to get a random point on the surface, these islands can be filtered out using methods like PathUtilities.IsPathPossible.
I appreciate your helpful guidance! The issue I have with this behavior is that it seems like a bug to me. Trees are obstructions that should be flagged as unwalkable surfaces by default. My game’s procedural worlds have thousands of trees and I am bothered by the wasted computational overhead associated with this bug or behavior.