NavAgent struggling to walk over ... nothing?

https://drive.google.com/file/d/0B6PGR6E4pOwgNVRxWm5TaHF3RnM/view?usp=sharing

Above is a link to my google drive video. (Sorry, didn’t wanna deal with uploading it to youtube when I could just click and drag to Drive, lol).

You’ll notice that as my player gets closer to the objects it starts to freak out like there’s something in the way. There’s definitely nothing in the way. Here’s a shot of my agent settings.
2686292--189930--navsettings.png
The terrain the nav mesh is baked on is completely flat and the only objects in the scene are the ones you see. The trees and rocks have nav mesh obstacle objects on them but the bounding box on them is smaller than the object itself. The white sphere is where the player is moving to, so you can see that the player isn’t trying to walk anywhere it can’t go.

Any ideas?

Further reading tells me that I should probably use the Carve option for my obstacles. I’m at work so I can’t test this until later tonight, but are there performance costs for using carve? There will be A LOT of these obstacles, and some of them will get removed by the player from time to time, as can be seen in the video.

Yep. Carve solved all my problems. Without carve checked the obstacle is more of just a crappy collider. The agent won’t try to go around it until it bumps into it or gets near it, but sometimes it doesn’t know what it should do (go around or attempt to go through). By ticking Carve the navmesh “parts” around the obstacle and the pathfinding algorithm will efficiently go around the object every time.