How to use NavMeshAgent pathfinding with physics and colliders?

Hi all, I have been looking around the forums but none really help me to solve my problem. Currently I’m using Character Controller to move my pet around and it needs to be able to “step” on top of objects (i.e sleeping bed with collider + rigid body non-static). The movement are being controlled by Root Motion because it provides realistic movement.

However, once I added the NavMeshAgent (and baked the scene) script to it, it completely ignores the all the colliders previously setup and walks “through” objects in the scene i.e feet inside objects and going through walls etc…

I’m sure NavMeshAgent uses navmesh to navigate around, but how do I set up the environment so that I can use colliders at the same time? I NEED the pet to be able to step on top of low height objects like sleeping bed and alternatively going around tall obstacles.

Thank you.

I experience Kind of the same Problem :frowning:

If you want to use physics based movement, then don’t use the navmesh agent to move your character. You can still use the navmesh agent for path-finding using the CalulatePath method, but then you have to write your own movement script to traverse the nodes of the path. I’ve written code to do this that I can share when I get home, but that won’t be for several hours.