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Why TF does unity use mesh renderers for generating navmeshes? In what possible situation would that be a usefull?
Why would it chose to bug out on the complex visual geometry instead of using the finely crafted low-poly clipping layer? In what situation is that a good idea? Why would the AI need to collide with different things than the player? (IMHO NavMeshAgent should depend on CharacterController or Rigidbody)
I feel like so many features in Unity are potentially very nice but don't work well together or have WTF design elements like this one. Like custom shaders not being able to alter the result after the lights have been added together, and the undocumented finalgbuffer:ColorFunction function. Or a million other tiny things that make me wish I was smart enough to build my own engine.
/rant
rant