Nav Mesh Agent slips through corners

I’m developing a tycoon game like The Sims. The only Problem is, Corners build by two Prefabs with a Obstacle being ignored by the Nav Mesh Agen. It Just slips throug the edge of the Corner. It’s frustrating and annoying, Unity needs a dynamic Nav Mesh!

Any Tipss oder Hacks to realise a buildung Game without killing my nerves with solution like the A* Algorythm?

The only solution i’ve found is increasing the Nav Mesh Agent radius.

If you want the agent to re-plan the path around the obstacles - they need to be carving, see also : https://docs.unity3d.com/Manual/class-NavMeshObstacle.html

Also - you could try the experimental preview of runtime navmesh baking (+ more) - and see if it fits the bill.
Check out https://forum.unity3d.com/forums/ai-navigation-previews.122/ for more info on that.

Thank you, that works!

What about it