If the Entities package is installed, can AIPath not be used?

Hello,

I’m using 5.4.6 and RVO + AIPath. And I noticed that in RVOSimulator.Update(), the simulation step is wrapped in #if !MODULE_ENTITIES.

So I would like to ask why sim.Update(default, Time.deltaTime, true, Unity.Collections.Allocator.TempJob).Complete(); is blocked when the entity package is installed.

I planned to use FollowerEntity for large crowds and use AIPath for some of the other agents. Is it impossible to use a mix of the two?

The reason I intend to use both methods together is that, due to my lack of skills, I plan to implement agents with complex functions using AIPath.

Thank you,
Lee

Nope, works totally fine:

You should be good :+1: If you run into any complications of them not working together though, let me know and we can take a look :saluting_face:

So, would it be okay if I remove #if !MODULE_ENTITIES and use both together?

It seems it will take some time to learn how to use FollowerEntity, but if I encounter any issues while using both together, I will post again.

Thank you for your answer.

You shouldn’t have to make any modifications to the code to use both together, even with local avoidance for both types. Tested it to make sure:

I found the issue. The ECS world was not being created at all because UNITY_DISABLE_AUTOMATIC_SYSTEM_BOOTSTRAP was present in ProjectSettings.asset.

Thank you for pointing me in the right direction so I could find the reason.