I am making my own script that rotates and moves my units along the path. It works great, however, I also want to implement local avoidance. The issue is that the units can only move forward (like vehicles) so to effectively avoid other units they need to start turning to a specific point. I tried two solutions:
- Use
RVOController.CalculateMovementDelta.x
to figure out an extra angle to turn to avoid the obstacle. - Use
rvoAgent.CalculatedSpeed
to modify target speed andrvoAgent.CalculatedTargetPoint
to replace target point to navigate to instead of the next one in the path.
Both approaches cause units to jitter as they cannot decide which direction to go. My guess is that rotating unit messes up the avoidance somehow. Is there a known solution to this?