I have a spawner that creates an ai object that targets the player; but when they get closer to the target, they meld/stack into each other. How to make it so they won’t do that?
A* does not implement a positioning system, it’s up to the end user to decide where agents should be standing.
Multiple agents with the same destination will by default always result in them ‘clogging-up’ for this games generally use a local avoidance system. A* has a local avoidance implementation included with the pro version of the package. To read more about RVO you can go here: https://arongranberg.com/astar/docs/localavoidance.html