I have same problem like Gleb. In some cases if I’m check ‘lock’ agent and construct other agent path passing through locked agent - VO can select wrong side (to edge/end/hole graph) and movement stops (or begining strange rotations in one point) in dead end.
I think its actually works with VO Square Obstacle too.
Second case: create two locked agents nearby and try move through it. Result like in first case.
(VO cannot avoid nearby objects and stops nearby)
I try to get a classically RTS movement with friendly-objects avoidance and without it for enemy’s (to avoid inbalance game hacks like special move enemy object via player object). Im understand what means ‘local avoidance’ (its really local and works only with datas in ‘current’ frame without continuous planning) and I think to use NavmeshCut or something like it but is really a good way?