NavMeshAgent-controlled NPCs are unable to traverse NavMesh Links in the live VRChat client.
The NPCs approach the beginning of the link, walk in place for a while, and eventually abandon their movement.
The issue occurs even with a single NPC, so it does not appear to be caused by crowd avoidance.
The same behavior was observed with the legacy OffMeshLink component.
The issue has also been reported by another user following the October 2026 VRChat update.
Environment
Unity Editor: 2022.3.22f1
VRChat Worlds SDK: Updated to the latest available version
ClientSim: Works correctly
Live VRChat client: Traversal fails
Steps to Reproduce
Create two NavMesh surfaces at different heights.
Connect them using a NavMesh Link.
Configure a NavMeshAgent to move between the surfaces.
Test in ClientSim: The NPC traverses the link successfully.
Upload the world and test in VRChat: The NPC gets stuck at the beginning of the link.
Expected Behavior
NavMeshAgents should traverse NavMesh Links in the live VRChat client, as they do in ClientSim.
Actual Behavior
NavMeshAgents get stuck at the link entrance, walking in place without traversing it.
Additional Information
I have tried adjusting the link positions and width, enabling Auto Traverse Off Mesh Link, and updating the Worlds SDK, but the issue persists.
Since the same issue occurs with both the legacy OffMeshLink and the newer NavMesh Link, this may be related to changes in the VRChat runtime following the Unity 6 migration.
I would appreciate it if this could be investigated.