I’m struggling with generating usable nav mesh bounds with stairs. I’ve tried tweaking cell size, height, agent max slope/step, all without much luck. At best, the AI gets stuck partway up the stairs using SimpleMoveTo. At worst, the AI stops at the bottom of the stairs and is unable to even start going up.
Any tips for things to try, or perhaps a better way to approach AI pathfinding through the level?
I’ve tried removing the nav link mesh from the stairs, and instead adding a mesh at the top and bottom, and a link proxy between the two.
Unfortunately with this solution, the AI cannot move towards the player so long as they’re on the stairs, but instead waits for the player to get to the top (the next nav mesh bound) before proceeding up the stairs.