Navigation path along floor , walls and ceilings?

say I have a AI that can run along walls floors and ceilings,

how would I accomplish this in the game engine?

disable max angle and heights?

I know the ai would align its z axis to the wall normal, and his x axis to the next path point+ (pathPointHitNormal*agentOriginHeight)

I know the ai would align its z axis to the wall normal, and his x axis to the next path point+ (pathPointHitNormal*agentOriginHeight)

but would the stock nav path system use walls and cielings?

When I tried this I used the manual settings (just created a mesh and set it to nav mesh physics). It didnt do 90 degree vertical polys well but if they were sloped a little it worked fine.
You’ll need your own method for following the generated path.

I have a script that if you have a nav mesh it will follow the points for you… I also has a working turn speed built in… (That was the main reason I made it.) I think it would your for you… You just need to make the nav mesh. I’ll post Tue script tomorrow. (That’s when I finally have internet:) )