Another post to remind myself of something.
I had a problem with creatures hovering above the surface when they walked.

I made a test scene (above). The creature had the usual rigid body, collider, and navmesh agent.

You can see the collider at the bottom of the feet. So is the navmesh agent. Its base offset is 0. The creature’s Y is 0, matching the ground.
Another game object had a navmesh surface. When I baked it with standard settings, the navmesh was too high, suspended above the ground.

It was a fairly large error: 0.1. I could tell, because when I set the creature walking, it’s Y was 0.1.
I overrode the standard voxel size, using 0.02. Better:

0.01 was about right:
