Was wondering if you had any thoughts on how to fiddle with the extent that AIPath overrides rigidbody velocity?
I’m not 100% sure how AIpath overrides velocity, but it seems gradual like drag. Is there a variable that controls this?
My current workaround is having two AI: one gameobject using pathfinding and one gameobject using rigidbody that tries to stay close to the AI, but this is a bit difficult