Just as a landmark for this question, using Godot 3.0 stable release.
In short: The pathfinding from navigation2D does not take into account the size of the object or sprite.
Long Story: Pathfinding is a rather important subject in many games, where a unit needs to know how to move from point A to point B, while this "knowing the path" be a pathfinding algorithm, I was implementing a path finding system for my game, a isometric top down angled type, but found a serious problem while working with Navigation2D.
I am working with a tilemap, and just by starting the project found this issue, my tilemap uses tiles with navmesh data, all align and okay to be used in the built method, get simple path ().
This image I found was someone else tackling the same issue two years ago, being the first screenshot what is happenning and the second one, what was expected:
https://imgur.com/a/zhraE#2QjeyMp
Also was discussed in this post of github, but without a solution after so much time?
https://github.com/godotengine/godot/issues/1887
I consider pathfinding to be a core element of many games, is there a fix for this problem? A simple input value to make pathfinding take into account the size of the sprite or collision shape?
Thank you in advance for the help, and for your time reading it!