AILerp pathfinds through center of nodes, resulting in zigzagging movements

I’m spawning a character with an RVOController, AILerp, and an AIDestinationSetter. OnStart, I’m setting the AIDestinationSetter’s target, and it results in the character following the path as pictured. Been playing around with some settings, but unsure of what’s causing the path to be created like this as opposed to being more linear. Any suuggestions?

  • A* version: 5.4.4
  • Unity version: 6000.2.6f2 (4a4dcaec6541)

Hi

On a navmesh/recast graph, you’ll need the FunnelModifier component for the Seeker to be able to simplify the path appropriately.

Some other movement scripts like the FollowerEntity have internal simplification code, instead.