I want the bots in my game to act like a human would in a maze, and not always take the shortest path to a point. Is there a built-in way to make a NavMeshAgent calculate a more costly path, based on chance?
For this type of behaviour you will have to write your own solution.
It is actually pretty easy to do that since you already have a working NavMesh with Agents, you just have to write a logic based on, which path the AI should take in which situation
I get what you’re saying. But how do I get to a point where I have a list of paths to choose from, where the agent would only ever calculate one shortest path?
Create a List with your available paths you have got.
Another List with the ones in use.
The ones which are available are the only ones you can choose from,
based on your “requirement” you can write a logic which choose one of those available paths to
walk through.
also in another thread i have posted a similar answer but more performant:
Just in your case, if you have available path, i dont know the criteria you want which decides which path should have been taken, depending on that you could go for X path in your available path list.