This time we had two gamedev streams, during which we were trying to make pathfinding in water work. With questionable results so far. We forked the navmesh building tool and adjusted it slightly to our project’s needs. We managed to import the water volumes from the game into the navmesh building tool. And we figured out that there’s no magic pill for water navigation in recast/detour, it still works in 2D and only marks the polygons of the navmesh with certain area flags, allowing you to filter it out for certain agents. Which means that we would still have to build our own solution for pathfinding in water.