Problem with points generated by :ComputeAsync()

I’m currently working on a pet system and I’m writing some code for the pathfinding. I’m having issues with the point being generated from :ComputeAsync(), especially when the player and the pet have are on different Y coordinates as you can see in this picture.

Must have something to do with AgentParameters, so here are all of them.

local petSize = petModel:GetExtentsSize()
local petSizeRadius = math.ceil(math.sqrt(petSize.X^2 + petSize.Z^2))
local height = math.ceil(petSize.Y)
local path = PathfindingService:CreatePath({
	AgentRadius = petSizeRadius,
	AgentHeight = height,
	AgentCanJump = true
})
path:ComputeAsync(petModel.PrimaryPart.Position, goalPosition)

Hm, here’s a picture of the navigation mesh. That explains why.

The issue has kind of been fixed. All I can confidently state is that it was due to the properties of the pet itself.