The Player in your video is correctly navigating around the NPC - are you referring to the sprite overlaps?
The NPC's shape and angle is tricky to get this correct - the Player would be above the NPC at a higher Y value on the left side than they would on the right side.
I'd say to balanace things out, you'd want your NPC's sprite pivot point to be placed at the centre of their floor position, visually speaking. That is, in the middle of the two "feet" of the rocking chair. Make sure that the NPC's Sprite Renderer's Sort Point is set to Pivot, and this will then mark the Y position where the sorting order changes.
You might also want to have the Player give more space between them and the NPC as they move around them. Rather than using the NavMesh's "Character evasion" setting to automate this, create a custom Hole that lets you define a wider area manually for them to walk around.
Comments
The Player in your video is correctly navigating around the NPC - are you referring to the sprite overlaps?
The NPC's shape and angle is tricky to get this correct - the Player would be above the NPC at a higher Y value on the left side than they would on the right side.
I'd say to balanace things out, you'd want your NPC's sprite pivot point to be placed at the centre of their floor position, visually speaking. That is, in the middle of the two "feet" of the rocking chair. Make sure that the NPC's Sprite Renderer's Sort Point is set to Pivot, and this will then mark the Y position where the sorting order changes.
You might also want to have the Player give more space between them and the NPC as they move around them. Rather than using the NavMesh's "Character evasion" setting to automate this, create a custom Hole that lets you define a wider area manually for them to walk around.