Currently, If I use the top-down game mode, the FollowMouseOrFinger movement allows your character to move past the navmesh “boundary”. This causes your character to get sort of stuck when you walk it to an edge. I must move the mouse back across edge before the character can move again. The only way that I have been able to resolve this is by placing a blocking volume on the edge to keep the character from moving to the very edge. This seems like a lot of manual work that would need to be done for the entirety of the level design. I was thinking that being able to use the boundary created from the navmesh as a hard boundary for movement would be a more efficient way of dealing with this. Is this something that would be possible?
Hey Jikinto!
So the issue is that the Agent’s size comes into play. The navmesh itself is only caring that your capsule’s midpoint, its 0,0,0, is within the navmesh. The solution here is to either yes, give the character something to collide with, or use a Navmesh Modifier to cut out area you don’t want there to be navmesh. Alternatively, you could change the Agent size by going to Edit>Project Settings(or Editor settings? I think it’s Project Settings) then search for navmesh and you can set the agent to be smaller/larger. I’d play around with that and see what interaction you get! Let us know your results!
blocking volumes.