Why is my NavMeshAgent jerking over to the Off Mesh Link traversal point?

I’m handling my off mesh link traversals manually since the automatic traversal option looked pretty horrible. I think the problem stems from the fact that I’m only beginning my manual handling in the player Update loop using “NavMeshAgent.isOnOffMeshLink” as the condition, instead of detecting whether there’s an off mesh link in the path, setting the OML start position to the my NavMeshAgent’s destination, having him walk to it, then traversing the path.

I only have one point on my NavMesh that I want the player to be able to cross over at, and he needs to walk to that point before traversing. The current behavior seems to be “reached the edge of the navmesh? move instantly over to traversal start point (no matter the distance) and continue on path”

My NavMeshAgent’s radius was too large. If the radius touches the OffMeshLink start point, that triggers the move. The problem was resolved by reducing the NavMeshAgent’s radius to a very small number.