Hi folks,

in another question I asked whether it is possible to write a custom NavMeshAgent for the default Agent has influence on the DOF of the rigid body of my robot. I don’t actually need a NavMeshAgent since my scripts already control the robot very well. But apparently I need a NavMeshAgent to use NavMesh.CalculatePath.

Can anybody confirm this and possibly give a workaround on how I can calculate a path without having to put a NavMeshAgent on my robot?

I’ve solved the problem by disabling the NavMeshAgent’s ability to control rotation and position of its parent GameObject. That works like a charm.