Hi Aron,
Thanks for getting back to me on this. Essentially this aggro thing is at the center of the game’s mechanics. This was working fine with Unity’s NavMesh but I wanted to be able to use RVO “SC2-style” as you say, making units belonging to the same faction give way to the ones who need to move.
If I sum up my questions:
- What is the best function to use to find the nearest neighbors in a specified area?
I saw that in another post you replied with a way of getting the KNNs
Using RVOQuadtree to find neighbors of Agent
Using this properly would save some perf in my system as I wouldn’t have to run my burst compiled KNN algo in addition to the A* Pathfinding Project code.
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Is there a quicker way to check whether there is a valid path between 2 nodes than PathUtilities.IsPathPossible()?
The code I was using for testing can be optimized, e.g. I can have each unit store its nearest node instead of using AstarPath.active.GetNearest() each time. I’ll try it tonight but I feel like it’s still going to be slow. -
What is the purpose of using RVO.locked? Should I use it as well? What does it do actually?