How does the A* Pathfinding Project handle bottlenecks of multiple agents attempting to pass through a one agent wide passage? I don’t see any examples of this in the videos posted to the unity page, or in the brief check I’ve done of the documentation thus far.
(For context, I’m making an rts style game with destroyable geometry, and after two years of off and on development I’ve somewhat got orca working but it still isn’t fixing my bottleneck issue, so I’m thinking of just throwing in the towel on creating all my pathfinding code from scratch)