Stop navmesh carving around kinematic rigidbody (help needed)

I have a nav mesh agent, that I want to walk through “hologram” objects in the game. These objects are on a layer that doesn’t collide with the agent layer but they have kinematic rigidbodies. It looks like the game is carving around the rigidbodies because they are kinematic, even though they don’t have a nav mesh obstacle.

Is there any way to stop this behavior? (Screenshot of the carving, plus the inspector for the object)

Nevermind, I had an obstacle on a sub object of a prefab of which this was a variant. So the behavior was in fact due to a NavMeshObstacle hidden in the hierarchy.