need some nav mesh help

I’m trying to wrap my head around nav meshes, I understand pretty much everything about the problem but one part of the math is eluding me.

once I’ve established the next triangle for the NPC to move into. what type of equation will i use to find the most appropriate part of the edge to move through to get the shortest route to the target?

I’m hoping someone can point me in the right direction. on this or even to a some good documentation on the nav mesh AI pathfinding.

‘String pulling’ or ‘funnel algorithm’ is probably what you’re looking for. (I’m guessing this is handled automatically by the various pathfinding libraries that people tend to recommend for Unity, but I don’t know that for sure.)

thanks, did quick google search, and seems like these are exactly what I’m looking for