I am having a problem with my AIPath/RVO enemies cutting corners. In my game the enemies travel on narrow ramps (4 grids wide at .25f/grid). I have noticed that if the seek target moves around a 90 degree corner the enemies will cut the corner and fall off. I checked the paths and they look correct.
So my first step was to put in a raycast to detect a falling off condition and then divert the enemy back on course. This works fine with one enemy. But this seems to fail when more than one enemy is swarming around a corner. The RVO overrides my new steering vector.
What I really want is the ability to force the enemies to adhere strictly to a path when I need them too. Not sure if you have this kind of flag available (I have looked for many hours!) but if you could steer me in the right direction I would appreciate it. An even better solution would be for the node strict pathing to be set automatically when an agent it traversing along an edge.
Help is appreciated!