Pathfinder ignoring radius?


I heard Roblox was fixing their horrible pathfinding system so i decided to try it out, why is radius being so weird…??

local Humanoid = script.Parent:WaitForChild("Humanoid")
local HumanoidRootPart = script.Parent:WaitForChild("HumanoidRootPart")
local PathfindingService = game:GetService("PathfindingService")

local path = PathfindingService:CreatePath({
	AgentRadius = 20,
	AgentHeight = 5,
	AgentCanJump = true,
	AgentCanClimb = true,
	WaypointSpacing = 2,
	Costs = {
		Leather = 1
	},
	PathSettings = {
		SupportPartialPath = false
	}
})
-- Compute the path
local success, errorMessage = pcall(function()
	print("hawk tuah")
	path:ComputeAsync(HumanoidRootPart.Position, workspace.EndPart.Position)
end)
-- Confirm the computation was successful or it returned partial path
local waypointthing = 1
if success and (path.Status == Enum.PathStatus.Success or path.Status == Enum.PathStatus.ClosestNoPath) then
	print("asd")
	local WayPoints = path:GetWaypoints()
	Humanoid.MoveToFinished:Connect(function(bool)
		if bool and waypointthing < #WayPoints then
			Humanoid:MoveTo(WayPoints[waypointthing].Position)
			waypointthing +=1
		end
	end)
	Humanoid:MoveTo(WayPoints[waypointthing].Position)
	waypointthing +=1
end