NavMeshAgent Base Offset breaks navigation
In my game I have a flying enemy type with a NavMeshAgent component attached. If I set Base Offset to 0 it navigates perfectly but it slides along the ground. If I set base offset to 2 to keep the enemy in the air while navigating, for whatever reason it just doesn't move to its destinations accurately or at all in some cases. I need it to fly towards the player and explode on him which works with base offset on 0 but if base offset is set to 2 then it slows down as it gets close to the destination (player) and backs away in some cases.
Anyone have any clue what I'm missing?
I don't want to manually change the height of the enemy model/collider to 2 while setting the transform and base offset to 0. It works somewhat but there are other problems that come along with that kind of change.
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