I have a scene with a T-Rex dinosaur chasing a humanoid player so that the T-Rex is the AI NavMeshAgent. Now the animation of the T-Rex is on root motion and I tried all the ways make the turning on the chase look a little bet realistic while respecting the animation but I failed. I have a blend tree contains all the versions of the run animations and turning animations so this is not the issue here. The problem is in the NavMesh path which I was able to observe for debugging after I added a line renderer and a script and specifically the path corners, the issue is hard angel corners makes T-Rex turn in a jerky funny non-realistic way while chasing the player, and however I change the angular speed or speed of him it doesn't matter. I need to control the path to curve it around the corners and I think it's possible because of all the car games around that turn in curvy way. but I don't know how to achieve that because it's not a way-point patrol situation to draw my own path, it's a chase situation where T-Rex will always automatically update the path to chase the player while he runs around away from him. How can I make that possible? the conclusion: I want the T-Rex to make more realistic turning around corners in the navigation path .