Which type of A* graph is best for terrain with many hills

Hello, I am making an RTS on terrain with rolling hills. I tried the Recast graph, and the soldiers walk almost to the path.destination then they just oscillate decimal points away from the destination. I noticed the Recast graph does not exactly match the terrain and I think that is causing the problem. Is Recast graph the best for hills?

Hi

For an open terrain with many hills, I would actually recommend a grid graph for this very reason.
The recast graph should handle it correctly (especially the FollowerEntity movement script), but if the navmesh gets too far away from the actual terrain, it’s harder for it.

So is the grid graph good for a game where the player can move anywhere not restricted to grid node movement?

Sure. It works perfectly well for that too.