When TriangleMeshNode.InaccuratePathSearch is enabled, path anomalies will occur if the start and end points are within the same triangle

When startNode and endNode are the same, a timely return should be required.

What version of Unity and the asset are you using?

It is, one might say, “inaccurate” :stuck_out_tongue:

Out of curiosity, why do you want to enable that mode?