I'm attempting to get my navmesh agent to stay away from edges in a bid to make the path finding smoother and allowing for space on turns. The attached image shows what I'm trying to achieve. I'm struggling to find an elegant way to approach this and before I go straight into the overengineering. Any thoughts would be welcome. The only way I can think to do this would be to use object avoidance for entities on the edge of the navmesh and set the agent radius to something high.