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.