I’m trying to determine if a destination if accessible or not which is primarily contingent on wether or not other agents are standing in the way. If other agents are blocking the route or are standing around the desired destination, my agent just runs into them endlessly. Instead, I’d love to know if the path is obstructed and have them choose a different course of action.
I’m trying out PathUtilities.IsPathPossible but it is returning true because I believe it’s probably relying on node walkability and not wether the agent can actually move from one point to the other. Is there another method I could check out for this? Or is there some other way I could tell the system to block paths when agents are in the way?
I’m using RVO which is working ok for group movement and general avoidance but I want to check if a destination (aka a Vector3 that I’m using to GetNearestNode) is accessible before I ever set my agent into motion.