Hello and thanks for getting PolyNav. PolyNav does not use the Unity Physics engine at all, but it rather uses some simple custom physics for moving the agents on found paths. That means, that PolyNav does not require you to have neither a Collider nor a Rigidbody attached for it to work, but you could attach a Collider and a Rigidbody (set to kinematic) to have the agent interact with other physics objects if required. Is that what you meant? Thanks! Hello, As far as I understand the problem from your post, you will please need to invert the PolygonCollider2D, through the option "Invert" that can be found on the PolyNavObstacle component inspector. Please let me know if inverting the PolygonCollider obstacles indeed works for you. Thanks!