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Bots are still walking through lots and lots of objects in main building, run through walls inside that building and seem to like to take cover with backs getting stuffed out of bounds around the tanks.
I must say though, I've been working with not unity, but built-in game level editor, and this behaviour is understandable. If there are pieces of mesh too close to each other bots will absolutely 100% give no crap about anything that is physically between those mesh points. The fact they seem to not completely ignore winding stairs outside is nothing short of a miracle.
Not sure how much unity editor differs, but in my case placing AI restricting boxes slightly wider than problematic walls and objects on top of them usually solves the issue. Its not like they're supposed to stick to walls like cowards anyway.
There is no your fault mesh generation is dumdum like that.