Hi Matt,
I don’t know what type of assets you are referring to, e.g. buildings/characters etc, I’ll assuming buildings as you said you have an issue with Ethan walking through them.
Assuming your new assets have colliders, and Ethan should already have a rigidbody and colliders, the next thing to check would be whether you’ve re-calculated your navmesh after placing those new assets. Ethan may be using old navmesh data that you created before adding those assets to your scene. Also, if it is buildings or walls that are to stay in position and not move, you should set them to static, certainly for the navigation.
The non-walkable layering is only really going to affect where you can indicate Ethan to actually go, it wouldn’t stop him travelling through something if there is nothing blocking his way, or if the navmesh data indicates he can walk that way.
Hope this helps