Necroing this old post to emphasize that this is still an issue.
New video where issue is present:
RVO jerky movement on high timeScale - YouTube
Here’s what’s happening in the video: I am pushing the RVO system to its limits with 300+ units at one time (which will likely not be needed for my game but it’s not impossible that it happens).
- at some points in the video, I change from 1x speed to 3x or 5x (changing Time.timeScale)
- I also purposely lower my FPS to 15-20 because that’s when the simulation starts suffering
It seems like even at 17 FPS (but at 1x speed) the simulation looks just fine and units are following their paths, but when I put it on 5x speed (note that the framerate is still similar) every agent goes crazy and starts overshooting their paths. It’s almost like the simulation has 5x less time to calculate but the FPS is the same.
What I’m suggesting:
Is there some way to get around this, or could you implement a feature where we can force the RVO simulation to complete whatever it needs to do just to make sure it’s accurate (even at the cost of FPS)? I’m not sure if this is the intended behavior or a bug, but either way we should have some ability to get around this because speeding up time is the core mechanic in my game and it might suffer because of this issue. I’d be glad to provide more information if needed.