Some more Recast notes:
My characters use capsules with radius = 4.0 and total height = 15.0. After some tweakings I got the best results with those build parameters.
The cable holes on the ground are gone. But they did not disappear when changing the “walkable climb” value. They disappeared when changing the “cell height” from 0.2 to 0.7.
EDIT: the next paragraph is BS, see the comments.
On the other hand I still have troubles with cable holes in the small “command center”, somewhere else in that level. The nav mesh here would look very reasonable without that big hole in the middle. I didn’t manage to get rid of it. Admittedly the UI does not expose all parameters yet (like “max edge length”) and maybe playing with that one will do the trick.
I see troubles with the “walkable radius” otherwise. Even though I use the actual radius from my character’s capsule, the nav mesh misses some connections, areas that can definitely be crossed by the player. Reducing the “walkable radius” helps a bit but not much, since it’s quantized to an integer value internally. So I decrease the value a bit in the UI, nothing changes, repeat that a few times, until suddenly a big change happens because the internal code clamped the float to the next integer. Would be cool to be able to fine-tune this better.
Admittedly that mesh is not very friendly with all those narrow passages. But hey, real-world meshes tend to be painful to library developers - tell me about it!
To be continued, I will post more results after exposing the last build params to the UI.
EDIT: done! Tweaking the remaining params did not significantly change the results.