Godot Version
4.7.2.Stable
Question
Hi,
I am trying to make a very simple, horde ai (think vampire survivors). I basically only need my agents to path around obstacles and then beeline towards the big tank.
This is the navmesh:
The polygon is baked from the tilmap data and sadly creates a very messy polygon, I normally would not care but I think it causes the issue I am having:
Nav agents will take long and roundabout ways, sometimes even THROUGH the target to walk up to it from the other side, I have never seen this happening while working with 3D navigation. This happens with any form of post processing, even when turned off, they seemingly decided that the shortest way is not the unobstructed direct line to the target but instead to walk all the way off screen to come at it from the opposite side.
This essentially breaks my game since it completely gets rid of the difficulty.
I am at wits end, I have tried a few different options, implementing avoidance didnt help either. I assume the agents use these polygon triangles to navigate so when it is an open area and it creates these long and thing polygons it seems to break, but I don’t know how it works under the hood. AStar shouldn’t create these sort of results.

