Hi, I’m using Recast graph and my units are using RichAI.
Monsters had RichAI too but I changed it to AIPath because it is faster and there are lot of monsters.
When there are lot of monsters (about 150) it was about 3~40 frame. But after change, it went up about 4~50 frame in unity test.
It works fine but I want to know if this setting is good or not, or if there is more good option.
Units and Monsters are 2D.
Terrain is 3D.
![123123](https://forum.arongranberg.com/uploads/default/original/2X/2/2d6cc4b49648416975748cc2a80085449a1d7917.png)
Thank you.
These are for monsters.
These are for Units.
This is Graph.
Hi
I take it performance is your main consideration.
If you can upgrade to version 5, then you can try out the FollowerEntity movement script, which may give you even better performance.
I tried to use it.
But they move little weird. when it starts, it curves little first and move straight.
(I think it is because my object is looking forward z axis, but they have to move x axis)
I wrote followerEntity.updateRotation = false;
I use these method
followerEntity.destination & followerEntity.SearchPath();
Also rvo doesn’t work. there is only FollwerEntity script.
Hi
You shouldn’t use a zero rotation speed, that will make it very confused.
If you don’t want the rotation to be visible, set updateRotation = false instead.
Oh, Thank you, first problem is fixed.
But RVO still doesn’t work.
Should I change something else?
It should work the same as your original RVOController.
Make sure you have an RVOSimulator in your scene.
It is weird.
I should better test more.
Thank you. ![:slight_smile: :slight_smile:](https://forum.arongranberg.com/images/emoji/twitter/slight_smile.png?v=12)
By the way performance is really great compare to aipath.
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