Would you mind setting A* Inspector → Settings → Graph Coloring = Hierarchical Node Obstacles, and see if you see an unexpected obstacle in front of the agent?
Thanks for the offer but producing a stripped down version would take an ungodly amount of time I assume.
Meanwhile, I found a momentarily sufficient solution, but the interpretation for it, I’d leave to you because I do not understand what’s going on behind the scenes:
I fiddled with position and rotation smoothing and it seems that beginning from a position smoothing of 0.3 the agent is able to move on the path’s through the walls without a problem.
My first thought here was that, since the agent’s model is now lagging behind, the model itself is somehow blocked but since the collision matrix is turned off for its layer and the problem even persists without a collider, I’m not sure what to make of this information. (It also did not work for a simple stripped capsule agent, the funnel modifier seems also innocent)
Anyhow ¯_(ツ)_/¯ with position smoothing the “ghost agent” moves forward and drags the model with it which works fine for now.
Thanks for the support though, still very much appreciated!
Well, guess I’ve been too early too green light it…sigh.
Now, when single agents make it through the wall, it’s working fine but when two agents make it through the wall with different paths, then the agent who is still hitting the wall will notice there is a way through, correctly calculate the path and then just …jitter again. See below video
Anyway, I might try with a stripped down demo for you some time since I’m just drawing straws here
After sheer endless testing, I found out that the AIPath component seems to accomplish what I want, which is a bit sad since I did not want to give up on ECS performance. Code and agent are both the same for FollowerEntity and AIPath
Well if you ever want us to take a look at figuring this out with FollowerEntity, you can send over that project and we’ll take a look. Could be very helpful to other users as well.