Hi, I’m encountering an issue where followerEntity.reachedCrowdedEndOfPath does not return true when the destination is near another agent with FollowerEntity.rvoSettings.locked = true.
The agent keeps circling around the locked unit and never considers the destination “reached,” causing the movement coroutine to run indefinitely.
Yes, locking the agent is necessary in our case. Currently, followerEntity.reachedCrowdedEndOfPath works correctly when approaching moving agents, but it doesn’t seem to take locked agents into account.
It would be very helpful if followerEntity.reachedCrowdedEndOfPath could also consider locked agents.
If this is technically not possible, I would like to know if there’s any alternative way to handle this situation.
I think it’s a bigger undertaking than it sounds on the surface. I can help find an alternative though- what’s your use case? Details, screenshots, and videos help a lot
The target position is occupied by a unit where followerEntity.rvoSettings.locked = true.
The moving unit is trying to check if it has arrived at the destination using followerEntity.reachedCrowdedEndOfPath.
When the destination is set to the position of the locked unit, the moving unit keeps circling around it, as shown in the video.
What about using Stop Distance (followerEntity.stopDistance)? If the unit that’s locked is the destination you should be able to simply set the distance in which the path is found be larger than the radius of the locked unit, IIRC.