FollowerEntity + Rigidbody conflict – jitter on physics-based avatars

Hey Aron,

Love FollowerEntity – been using it for humanoid avatars in a physics-heavy game.

I’ve hit a jitter issue when AI avatars collide with physics objects. I traced it to JobSyncEntitiesToTransforms in LateSyncSystem – it writes directly to transform.position via TransformAccess, bypassing the Rigidbody entirely.

So the fight each frame is:

  1. FixedUpdate – Rigidbody reacts to collisions, applies forces, moves the transform
  2. LateSyncSystem (LateUpdate) – ECS job snaps transform.position back to the pathing position, overriding the physics result

The result is frame-by-frame jitter whenever an AI avatar touches anything with a collider.

My current workaround is setting the Rigidbody to kinematic on AI-controlled avatars, but that kills physics interactions (knockback, explosions, ragdoll transitions, etc.) which are core to my game.

Question: Is there any plan to support Rigidbody-aware movement in FollowerEntity – e.g. using Rigidbody.MovePosition instead of direct transform.position writes, similar to how AIPath supports CharacterController?

Thanks for the great plugin.

  • A* Pathfinding Pro 5.4.6

  • Unity 6000.3.5f2 (Unity 6.3 LTS)

  • Rigidbody avatars (non-kinematic) controlled via FollowerEntity

Thanks,

J