Hi Aron!
Is there any way you’re already checking if destination is crowded in the new beta? Units tend to stack up on one side of a destination instead of surrounded so I’m looking for a way to give it another path if its crowded.
Thanks!
Hi Aron!
Is there any way you’re already checking if destination is crowded in the new beta? Units tend to stack up on one side of a destination instead of surrounded so I’m looking for a way to give it another path if its crowded.
Thanks!
Hi
Yes, there are two different ways, in fact. There’s a new one used for the FollowerEntity, and an old one used for the AIPath/RichAI scripts (they will be migrated to the new system soon).
Thanks, what’s the one in the Follower entity called?
The follower entity uses rvoAgent.CalculatedEffectivelyReachedDestination
.Agent - A* Pathfinding Project