Hey not bad:
So what you are seeing is the agent with a class that extends AIPath, which does all of the pathfinding calculations, then in it’s Finalize() method, sticks the transform down to the planet surface with a simple raycast. They move around avoiding tags that they cannot walk on perfectly, which just so happens to make them avoid walls and holes, and no more pathfinding errors anymore that were the result of the bumpy terrain.
I have some work to do now to fix rotation a bit, and I have to put the slopes back in, but I believe the latter will be easy, as I can just tag them accordingly and making them walkable will allow agents that can walk on the low ground and the high ground avoid the cliffs by using the sloped-tagged areas to access the others. Also need to do my speed adjustment because the actual slope attenuated speed needs to be based on the planet surface not the navmesh.
We’re getting super close.