we are using the RecastGraph with local avoidance for our game and we have enemies destroying walls and then, when the wall gets destroyed, enemies start to clump together because they only can get slowly through the wall because the enemies have local avoidance and the enemies in the front suddenly stand still and slowly turn around and then back towards the target. It seems like they don’t know where they have to walk. Is there a common mistake that leads to that?
Is there anything fishy in our configuration? I set the “Slow When not Facing” to false after taking the screenshots and it made it a little better but enemies still sometimes have to turn around because it seems like they want back to their specific path and that looks really odd. I added an example of the wolves not being able to get through the gap between the walls (the walls have a NavmeshCut)