NavMesh - Player glitches through the floor

Hey community,

I have an issue (see the video link) with my Android-based game:
Sometimes the player glitches through the floor when clicking on different spots (most of the time when clicking on the lower floor).
I checked everything navigation static/not navigation static, and of course I used the layers walkable/not walkable. The floor is walkable. All the other stuff is not.

I tried different settings. Any ideas?

Video link:

This is the important part of the PlayerMovement Script:

    // This function is called by the EventTrigger on the scene's ground when it is clicked on.
    public void OnGroundClick(BaseEventData data)
    {
        Debug.Log("Click");
        // If the handle input flag is set to false then do nothing.
        if (!handleInput)
            return;

        // The player is no longer headed for an interactable so set it to null.
        currentInteractable = null;

        // This function needs information about a click so cast the BaseEventData to a PointerEventData.
        PointerEventData pData = (PointerEventData)data;

        // Try and find a point on the nav mesh nearest to the world position of the click and set the destination to that.
        NavMeshHit hit;
        if (NavMesh.SamplePosition (pData.pointerCurrentRaycast.worldPosition, out hit, navMeshSampleDistance, NavMesh.AllAreas))
            destinationPosition = hit.position;
        else
            // In the event that the nearest position cannot be found, set the position as the world position of the click.
            destinationPosition = pData.pointerCurrentRaycast.worldPosition;

        // Set the destination of the nav mesh agent to the found destination position and start the nav mesh agent going.
        agent.SetDestination(destinationPosition);

        Debug.Log(hit.position);
        Debug.Log(destinationPosition);

        agent.Resume ();


    }

This shouldn’t happen ofcourse. Do you have other scripts warping or detaching the navmesh agent from the transform ?
Selecting the GO with the agent transform - might give some hints – looking at the navmesh agent debug gfx.

I have this issue and I can’t for the life of me find a solution, I know this is an old topic, but I haven’t found any other example of exactly what’s happening to me, did OP or someone else maybe find a fix for this, or a way to point to the issue?