FleePath away from target?

FleePath looks great, but seems to often return paths that bring the agent toward (or at least past) the target it’s supposed to avoid. Is there any way to make the path more likely to take the agent away from the target?



You can change the aimStrength, searchLength and spread variables. You can experiment with different values for these in the PathTypes example scene to see how they relate to the path. Try it while you hold down the alt key and press the mouse button so that the path is recalculated continuously.

Easy! Didn’t notice that… Thank you!