Hi,
For the agent being too tall: this should not happen if walkableHeight is specified correctly. Try to make sure your actual agent height is a multiple of your cell height to
ensure you don't lose precision here.
In general the mesh erosion (rcErodeWalkableArea) should ensure the agent does not get too close to a wall. You can always specify a larger radius to this function
to erode the mesh more.
If you would like to control the distance-to-wall when paths are generated in Detour instead, then you will need to make some modifications yourself. There are multiple
ways to accomplish this. I suggest to shrink the portals during the string pulling algorithm (dtFindStraightPath) -- this has given me good results in practice, and is
The idea is that you can make the portals smaller during this algorithm, which will make the agent stay away from the walls of your mesh.
-- Jakob