title: Detect an OffMeshLink without using an Agent
body: <p>I'm doing a AI using the NavMesh pathfinding solutions, and I don't to want to use a NavMeshAgent because of some limitations (like teleporting when a carved object comes close, etc.),</p>
  
  <p>Thus I made a sort of fusion, moving a Rigidbody on the path of NavMesh.CalculatePath(), this is working quite good so far, but I have trouble detecting the OffMeshLinks on my path (because it's just an array of Vector3).</p>
  
  <p>I can "trick" a bit using NavMesh.Raycast() like above, but it's not working all the time and sometimes detecting OffMeshLinks that aren't one
  </p>
  
  <pre class="lang-cs prettyprint-override"><code>NavMeshHit hit;
  //Raycast between two corners of a path, because OffMeshLink are most of the time over a hole
  if (NavMesh.Raycast(_pathCorners[0], _pathCorners[1], out hit, NavMesh.AllAreas))
  {
      //If the hit position is really close to the corner, it's surely a offmeshlink generate from the NavMesh
      //Or if the second corner is higher than the first one, it's surely a offmeshlink I generate myself
      if ((hit.position - _pathCorners[0]).sqrMagnitude &lt; 1 
          || _pathCorners[0].y &lt; _pathCorners[1].y)
      {
          ActivateJump(_pathCorners[0], _pathCorners[1]);
      }
  }
  </code></pre>
  
  <p>Thanks in advance :)</p>