Hi, I am working on a space game, which requires AI characters to be able to walk on a spacecraft that is moving and rotating. Since Unity's navmeshes could not previously do this, I implemented my own solution, which works ok. However, it's quite crude, and so I decided to upgrade to Unity 5.6 and try out the new Navmesh upgrades. I have added the NavMeshComponents from the Github page (https://github.com/Unity-Technologies/NavMeshComponents), and I have added a "NavMeshSurface" component to my spaceship object, which allows me to translate and rotate the spaceship object in real-time, and have the navmesh translate and rotate with it. So far, this all works great, I can see the navmesh moving and rotating as the spaceship moves. The problem, however, is that the NavMesh Agent component on my AI character prevents the character from moving when the spaceship moves. The AI character is a child of the spaceship, so, with my system, I was able to just move the spaceship (By just modifying the transform and rotation values, I am not using a rigidbody), and all of the child objects (The player, AI, etc) would also move. However the Unity NavMesh Agent prevents this, the AI ends up staying in place, while the ship moves. Am I doing something wrong, or is this functionality not available with the Unity system? I would like to switch back to Unity's navmesh if possible, since it is better than my system, but I need to be able to dynamically rotate and translate the parent object, and have the AI move with it. Thanks for any advice!