I have a couple more free assets in my current project and created a scene a tad more complex than what Rick has done so far. Long story short, I have a couple of actual bridges across the water and a couple of catwalks above the walls, made with asset models rather than terrain; the NavMesh handles them correctly.
The player can still walk on them if I manage to click on the terrain in a place where the AI generates a path that uses said bridges/catwalks, but I cannot click on them and it shows the unwalkable cursor when I hover over them with the mouse.
I figured out that the problem is with the MaxProjectionDistance. The problem now is that if I increase it, we’re back to displaying the movement cursor over water and on buildings too, and all the work done in this lesson is for nothing. If I lower the value to a point where water displays the correct cursor again, bridges are affected too again. There’s no sweet spot that works in both circumstances.
Does anybody else have this problem? Ideas for a solution?