So I’m just trying to look for the best way to make it so the agents don’t cut corners so much. Like taking wider turns and staying away from the edges a bit more.
I saw some talk about erosion tags, but I wasn’t sure where the best place to find information about how to use them with my Recast Graph.
Generally you’d increase either erosion iterations, or the collision testing → diameter setting.
You can also use erosion to apply tags, and then make your seeker’s add a high penalty for traversing those nodes that are close to walls.
See GridGraph - A* Pathfinding Project