Hi, we're trying to add a mobile bridge to our game, using Polygon Colliders for the navigationmesh
From what I could read in the docs, the idea if we want to bridge two navigation meshes we have to add the extra collider bit by making it a "hole" and partially overlap the two other polygons.
We tried, and it kinda works, however the pathfinding uses the new piece's convex vertices as passage points. (see image here. The character should move straight because there's a direct path from origin to destination, but it does a z instead.
I have fairly good knowledge of geometrical pathfinding, which tells me the issue here is that it considers this piece as a hole in terms of pathfinding, and thus uses the convex vertices instead of using the concave vertices.
Is there a setting we're missing here ?

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Welcome to the community, @Midonk.
Unfortunately, mileage will vary when it comes to registering an overlapping collider as a hole in the NavMesh. The feature is actually more of a side-effect with the way Unity incorporates additional polygons, rather than AC doing anything differently with them.
The most robust way to extend your walkable area at runtime is to instead swap out your NavMesh entirely for a separate one that includes the added area. If you duplicate your original NavMesh, and add the new vertices into the duplicate, you can then swap to that NavMesh using the Scene: Change setting Action's Change Nav Mesh method.
Just be sure to attach a Constant ID component to both NavMesh objects, as this will ensure such a change is registered by the save-game system.