We are using an AIPath movement script on a GridGraph.
The bug happens with and without a RVOController.
There is some sort of sinkhole in the GridGraph, see the screenshot:
I read that units on a GridGraph should not be able to pass diagonally unless there is at least one horizontal or vertical adjacent reachable gridnode:
But if I send this unit to move into the sinkhole, the unit will move to the closest point,
then stand there briefly, then decide that it can actually progress to the original path goal.
I guess what happens is that the unit arrives exactly at the corner of the gridnode, or perhaps some effect like rounding / floating point imprecision of the position then makes the unit pop out on the other side of the corner, so that it can continue the path on the other side.
It’s not so much a problem that the unit can pop out, the problem is that it can’t get back anymore.
We can very easily create such a situation when creating levels and its almost impossible to avoid. We had the bug in both of our demo levels.