Roblox pathfinder not recognizing its height

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? I want the ai to be able to traverse small spaces and recognize its own height

  2. What is the issue? The ai just puts markers above the small obstacles blocking the ai instead of pathfinding around said obstacles
    image

  3. What solutions have you tried so far? I have tried changing the hip height and the safe radius around the ai but it still just path finds above (yes jumping is off too)

I dont exactly wanna use material costs but even those dont work either so is there any way to alert the ai of its height properly?

local PathfindingService = game:GetService("PathfindingService")
--local Players = game:GetService("Players")


--local player = Players.LocalPlayer
local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")

local TEST_DESTINATION = game.Workspace.PathfindPart.Position

local waypoints
local nextWaypointIndex
local reachedConnection
local blockedConnection

local function followPath(destination)
--while true do
	local destination = game.Workspace.PathfindPart.Position
	local path = PathfindingService:CreatePath({
	AgentRadius = 0,
		AgentHeight = 0.4,
	AgentCanJump = false,
	WaypointSpacing = 0.6, 
		Costs = {
			Cobblestone = 20,
			Fabric = 20,
	}
})
	local success, errorMessage = pcall(function()
		path:ComputeAsync(character.PrimaryPart.Position, destination)
		
		
	end)

	if success and path.Status == Enum.PathStatus.Success then
		-- Get the path waypoints
		waypoints = path:GetWaypoints()
		
		for i, v in pairs(waypoints) do
			local Part = Instance.new("Part")
			Part.Parent = workspace
			Part.Anchored = true
			Part.Size = Vector3.new(0.25, 0.25, 0.25)
			Part.Position = v.Position
			Part.CanCollide = false
		end
		-- Detect if path becomes blocked
	
		for _, waypoint in pairs(waypoints) do
			
			humanoid:MoveTo(waypoint.Position)
			
			humanoid.MoveToFinished:Wait()
			if waypoint.Action == Enum.PathWaypointAction.Jump then
				humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
			end
		end
	else
	--	reachedConnection:Disconnect()
		--blockedConnection:Disconnect()
	end
		-- Detect when movement to next waypoint is complete
end

followPath(TEST_DESTINATION)

Please do not ask people to write entire scripts or design entire systems for you. If you can’t answer the three questions above, you should probably pick a different category.

There may be a problem in the agent’s radius?

it says that the default is two


I set mine to zero in the code since it says it has to be an integer
image