So i have this scene set up in order to test NavMesh features:
The capsule has a NavMeshAgent component. A empty GameObject is set as the destination at the top of the stairs. The agent travels to the bottom of the stairs and then stops. Regardless of how i set the agent’s attributes it won’t traverse the off mesh links.
Any ideas?
NavMesh baking will only generate fall links automatically. If you want a link to jump up you’ll have to generate it manually. I know it’s slightly annoying that Unity doesn’t provide this out of the box, but jump physics can vary widely between games. I would love to see built-in support for optional jump links in a future Unity NavMesh version. That said, you might create your own jump links through a process like this.
- Get all BoxColliders corresponding to a “Platform” layer (or whatever you want to name in)
- Raycast to the ground and all visible ledges from an offset corner to try and detect a clear jump
- On success generate an OffMeshLink component on a GameObject and set the proper start and end points
Hopefully that helps and best of luck 
I have tried several things but i am still stumped. When i am going through the documentation it looks like it is assumed to just work. I get this nagging feeling i forgot something but i have no idea what.