# NavMesh: Paths don't follow NavMesh surface

**URL:** <https://forum.babylonjs.com/t/navmesh-paths-dont-follow-navmesh-surface/46713>\
**Category:** Questions\
**Tags:** navmesh\
**Created:** [December 25, 2023, 9:45pm UTC](https://forum.babylonjs.com/t/navmesh-paths-dont-follow-navmesh-surface/46713 "2023-12-25T21:45:35Z")\
**Posts on this page:** 1\
**Showing post:** 10

<div class="post-metadata">

**Author:** ![Cedric](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/cedric/32/2742_2.png) [@Cedric](https://forum.babylonjs.com/u/Cedric)\
**Post date:** [January 8, 2024, 10:25am UTC](https://forum.babylonjs.com/t/navmesh-paths-dont-follow-navmesh-surface/46713/10 "2024-01-08T10:25:08Z")

</div>

It looks like compute path only update Y for points where there is a break. if 2 points form a line without a break, then it’s assumed to be on the same Y.

With breaks, it does not appear:

> **[Babylon.js Playground](https://playground.babylonjs.com/#KVQP83%2332)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL 3D scenes

I’ll take a look this week to see if I can improve it.

A workaround is to so a bunch of raycasts along the path lines but this will be costly.

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_[View the full topic](https://forum.babylonjs.com/t/navmesh-paths-dont-follow-navmesh-surface/46713)._
