I am trying to implement rts like unit movement. I am using AIPath and setting multitarget path around targets so that different faction1 units can surround faction2 units. I have attached a screenshot below where after I enabled RVOCollider on stop (custom rvo collider using 12 edged polygon), faction 1 units still trying to walk into the collider (highlighted with red arrow). Where it should go around like yellow arrow in the image.
I have tried with RVO Collider and without (just local avoidance with each other), either stopped them from trying to walk into their friendly units.
My agent radius is 1, 1.5 and 2.5. My grid graph is current set to node size = 1 (I tried 0.5 as well). I tried the grid graph collision testing to include and exclude units, but I don’t think it works as the graph is already scanned and I didn’t trigger update after initialization.
I have followed this post below to set Max Nearest Node Distance to 0.01 but it didn’t help.
By the way, the pathing is also incorrect when the destination doesn’t have enough space/the path toward it is to narrow to cross. For now, I think it is related to this collider issue.