I am trying to get started with A* since the local avoidance is back. I am having trouble getting my local avoidance to work.
Basically, my scene is setup like so:
I have 2 capsules. Each have the RVO controller attached to them. One of the capsules has the AIPath script attached (we’ll call this capsule “player”). The other does not since it won’t be moving (we’ll call this the “enemy” capsule).
I set the target for the AIPath script of the “player” capsule to be behind the “enemy” capsule (so that it has to move around it).
What I expect:
I expect the “player” capsule to go forward, then when it makes contact with the “enemy” RVO Controller boundaries, I expect it to go around the “enemy” capsule.
The “player” capsule just collides with the “enemy” capsule’s RVO boundaries and just stands there since the “enemy” capsule is in it’s path… How do I get it to go around it so that it can continue on it’s path?
Am I just misunderstanding how these scripts are supposed to be used? I followed the tutorial on the RVO controller in the docs, but it basically just has the capsules move forward against eachother, and when they meet they just divert to the opposite directions. How do I get them to go around eachother? Any help would be great!
Hi, before start, i would like to say sorry for my english ok?
Try to add scripts in this order:
If you add RVOController after AIPath, for example, your object(with RVOCOntroller) will pass throught another object (with RVOCOntroller).
It seems to me that AIPath must identify RVOController already added in your object to work correctly.
I don’t know but it may help you.
When you click on play button, maintain capsule with RVOCntroller+AIPath+… selected and see that RVOController disable Enable Rotation automatically. When it happening, check Enable Rotation manually and see what will happen. Then you can make an script to maintain it enabled.
Currently I just have a basic scene setup trying to get local avoidance to work with pathing. Ultimately, I want to create an RPG (think Diablo/Torchlight), so there will be many agents in my scene, and they will need to avoid eachother and obstacles to get to the player. Not only that, but I will be dynamically creating agents in my scene so those will also have to be avoided.
As far as I understand from looking into the API, RVOController + AIPath is the route I should be taking. I can look further into GraphUpdateScene, but as far as I can see (unless I’m still wrong), that may not be the solution to my problem.
Edit: took a look at the GraphUpdateScene component and that will not be a proper solution to my situation.