Units pathfinding oddly when other units are at destination

If their path is blocked by a unit, they will continue to try and path there trying to push each other.
(Using RichAI & RVO)

I thought about adding a system in which units are ordered to stop if they are slow/still for too long but that came with lots of problems like units who have to wait for another unit to pass suddenly stopping.

Hi

The beta already has this system.
In the beta there is a new checkbox on the movement scripts (RichAI in this case) called “Stop when destination is crowded” which solves this issue.

You can find the beta here: https://www.arongranberg.com/astar/download

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