Hello! I looked through the forums and there’s a lot of stuff about AI with avoidance, but they don’t seem to fall into what I’m about to show you:
using Seeker, AI Path, Simple Smooth Modifier, RVO Controller, Funnel Modifier, Grid graph and the method 'AIPath,SearchPath() to get a point to the target
They all have the constrain inside graph checked on and they all avoid each other, but man do they suck at it. All the beetles want to attack the turret from the same point, so they’re all trying to converge onto one node. Very often, one gets to attack its target while the others hover around it trying to get a shot at it, rarely settling near the target and attacking it. In most cases, they behave like in the vid.
How can that behavior be avoided? I would think the solution would be to NOT return a path if another agent is already on the end node(s for bigger AI like the beetles) occupying it(or heading there), so instead it should head to the next closest valid node to the target. No idea how to do that though