RTS game pathfinding

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:

  1. 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.

  1. 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.

  2. What is the purpose of using RVO.locked? Should I use it as well? What does it do actually?