Navigation is hugging the wall.

Godot Version

v4.3.stable.official [77dcf97d8]

Question

How to make the navigation not hugging the wall like in this picture?

This is the first time I used navmesh in Godot, I usually used AStar. In 3D unity, there usually settings about agent’s size but it seem that Godot doesn’t have it.

Changing path processing from Corridorfunnel to Edgecentered is not the solution, that would give me grid based movement as if I’m simply using astar on a grid or something.

I wanted a navigation like in the first picture, but make the agent not hug the wall. Because the character is not a dot.

If you bake the navmesh you can decide how large the distance to edges are

What if I’m using TileMapLayer and the level is dynamic? (there are destructable walls)

It seems like this bake navmesh is for NavigationRegion2D, I can’t find the option in TileMapLayer.

Yes but you can bake it with tilemaplayers.
The navmesh takes the collisionshapes you want it to consider and bakes a navmesh around it this works with normal staticbodies aswell as tilemaplayers