I have a weird issue trying to define walk paths for NPCs so I set the default action to Non-Walkable and then defined the walk paths shown below. When I start my game there are spawn points and they get spawned in at the start of the arrows but then for some reason teleport to the end. Any ideas why this might be happening? I'm not sure if a non closed loop pathing has been tested or not and this would be considered a pretty odd shape I'm sure. Edit: So I've placed some nav points in the areas that get teleported away from and they seem to path fine after instantiation. There's just something definitely going on with how the agent finds the closest nav point to attach to when instantiating in. I tried instantiating agents all over the top right horizontal path and they all instantly flashed on the path but then teleported elsewhere. Ok this seems to be a Unity specific problem apologies. I set the agent updatePosition to false in awake and then waited some frames before setting updatePosition back to true and it teleports correctly to a nearby path position if it is off the path and works correctly. It also fixed spawning agents correctly on a path and not teleporting randomly. Feel like I also had to use agent.Warp(transform.position) after Instantiation and before SetDestination was used..