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Click on the plane. If a path exists, the shortest path is calculated. The capsule will cut corners by raycasting to attempt to skip unnecessary vertex visits.
Navigation "smoothing" can be toggled on the Player Component for previewing scene gizmos showing the true stair-stepped path
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The NavManager object in the scene with the NavManager script on it stores the nav data for the scene and calculates paths.
The Bake Settings can be modified to adjust the size of the nav grid and the granularity of the grid.
The UI buttons control baking the data and running random path tests that are output in the log.