Constraining a UniversalCamera on a Navigation Mesh

I did the PR for the moveAlong function.

This function casts a segment on the navmesh and returns the furthest position along that segment that is on the navmesh. Call this with (previousCameraPosition, nextCameraPosition)
I also found on your test scene that setting maxSimplificationError to 0 makes a more blocky navmesh but better result with the stairs. So, more tweaking for you is expected :slight_smile: