I’ve been using Astar for awhile now, and have been very happy with the out-of-the-box navmesh generation functionality. The prototype I’m building right now doesn’t need/want to reinvent the wheel when it comes to basic character locomotion, so I’ve been extending the basic AIPath functionality when building it.
Unfortunately, my ability to work with the system has come to a grinding halt as soon as I tried to implement anything related to RVO.
The documentation says that RichAI and AIPath support the RVOController out-of-the-box, but this only seems to be half-true. While the character will MOVE when connected to an RVO controller, the RVO functionality stops working completely when either component is used.
Already I’ve found from other topics on this forum, that the “Gravity” values have to be set to 0 in the RichAI controller for the agent to path properly with the RVOcontroller… but that doesn’t explain why the RVO stops working when either of these scripts are added.
To test this, I have:
- Created a new Test project and a blank scene with Astar.
- Followed the Quick-start Tutorial listed here: Local Avoidance
- Verified that with the basic “moving forward” script attached, RVO -is- working properly and the cylinders are avoiding each other.
- Removed the custom movement script and replaced it with either AIPath or RichAI.
- Observed that, when moving towards opposing target points, my Agents no longer rotate to avoid one another at all.
I’ve fiddled with masking, the RVOSimulator settings, Agent time horizons etc and short of tearing apart the Agent AI and rebuilding my own from the ground up, have been unable to figure out what in the RichAI / AIPath Scripts is overriding the RVO capabilities. What am I missing?