Multi-Floor, Levels pathfinding with Navmesh

Hello,

I’m working on a project on the unity 5.6.1 to draw the path between two Gameobjects on the different floors (Levels). in my project I have just two levels.
I have used the Sketchup to create my model with two floors and staircase (stair)to connect them together =>export Dae extension.

On the Unity, I’m using Unity’s built-in pathfinding engine, i build a Navmesh for the first floor, stair and second floor.
I put the different Gameobjects on the scene, with the color blue and orange, the oranges are the origin and the blue is the destination. i have attached LineRender and NavmeshAgent to origin Gameobject, when i try to draw the path between two Gameobjects on the different floor i have achieved these results:

Origin(Orange color) on the first floor and the destination(blue color) on the second(the path is not across the stair:
[97534-capture-decran-2017-07-11-a-102452.png*|97534]

Another problem, two GameObjects on the same floor(Second floor).the path is not correctly drawn.

[97537-capture-decran-2017-07-11-a-103009.png*|97537]
It’s work correctly, when the destination GameObject is on the first floor.
Idon’t know what is the problem, can you help me to find the problem please ?
Thank you for taking your time reading my question.

    void Update()
{	
	//Get the postion one of the orange's gameobjet  on the scene,
             and set it to origin gameobject(attached lineRenderer, NavmeshAgent 
            and the script to it)
	//Cube -> First floor , Cube(1) --> first floor, 
	//Cube(2) --> second floor  
	this.transform.position=  GameObject.Find("Cube").transform.position;
	OnDrawGiz(GameObject.Find("Destination"));

}//end update 
	
void OnDrawGiz(GameObject obj)
{
	//Destroy GameObjects 
	Transform target = 
            obj.GetComponent<Transform> ();
	NavMeshAgent nav;

	LineRenderer line;
	nav= this.GetComponent<NavMeshAgent>();
	if( nav == null || nav.path == null )
		return;
	line = this.GetComponent<LineRenderer>();
	line.material = new Material( Shader.Find( "Sprites/Default" ) ) { color = Color.yellow };

	line.startColor=Color.yellow;
	line.endColor = Color.green;

	nav.SetDestination (target.position);
	//nav.isStopped=true;
	var path = nav.path;
	if (path.corners.Length < 2)
		return ;

	line.positionCount=path.corners.Length ;
	//line.alignment = LineAlignment.Local;
	//Draw the line
	for( int i = 0; i < path.corners.Length; i++ )
	{
		line.SetPosition( i, path.corners *);*
  •   }*
    
  • }*
    }

The Navmesh Configuration in my project :

Does anyone have a solution for this??? is this solved?