Yes sure, two very typical use-cases come to mind:
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An NPC approaching the player and engaging in melee combat. (as wanted in, e.g., [2], [3], [4], [9])
For this, unfortunatelly endReachedDistance doesn’t work [1]. Setting the destination slightly in front of the target breaks when the obstacles are in the way [3]. Trimming the path works [2], but not for RichAI [3] as it’s not using vectorPath. Using XPath and EndingConditionProximity doesn’t work for recast graph [4]. Using isStopped when near the target breaks parts of the RichAI such as slowdownTime [7].
One solution seems to be changing the way slowdownFactor is calculated within RichAI [1], but shouldn’t this work by default? -
An NPC following the player from certain distance (e.g., 1 meter) (as wanted in, e.g., [5], [6], [8])
For this, EndReachedDistance could be used, but is not perfect and doesn’t properly work as it was designed to for values similar to the agent’s radius [5].
I’m open minded to the idea that I overlooked something obvious. Is there some better solution?