Is this how it works or am I missing something?

Hello. Please watch the video below and tell me if this is normal. The character moves with point and click through the path. Perfect!
But if you see in the first image, I adjusted the volume so that the character has a tiiiiiny walkable area to walk through between the two static obstacles (even smaller than the model) and it still walks through it!
In the second image I show you the gizmos of the radius of the navMeshAgent component, and the radius of the capsule collider. It seems that neither of this is taken account.

So I ask you. Is this normal?
I want the Agent not to walk through an area that’s smaller that the component collision radius, Agent radius or whatever. Is this possible? Does the Unity crew plan to head to this approach if it isn’t possible?

And here’s the script in Agent if someone cares. Although I don’t think it is related:

No Zazoum, agents don’t check for funnels. Navmesh are no as intuitive as they seems, they only represent walkable regions. It should be possible to post process the mesh and add size data per region but as you noticed it’s a black box.

The navmesh defines all the points at which the agent can position it’s center. The system is also limited to a single, global radius for deciding if a path is too narrow to generate a mesh. Set the radius in the bake settings to the same as your agent, that should give you a mesh where narrow enough gaps don’t have a mesh at all.

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