Override agent position with custom CC

Yeeees it works! Super awesome!
Right now i’m doing (pseudo)

agent.UpdateMovement(out nextPos, out nextRot);
if(!pathfinding)
     agent.FinalizeMovement(transform.position, transform.rotation);
     rvo.velocity = controller.realVelocity;
else
     moveVector = agent.desiredDir + some other adjustments
     myCC.Move(moveVector);
     agent.FinalizeMovement(transform.position, nextRot);

Although, you recommend disabling RVO when WASD?
But i want other pathfinding units (monsters included) to also consider the WASD-ing player.
What’s the big deal if i may ask?
Because it’ll probably gonna be a few more days until i actually test with many monsters/multiple player units mixing WASD/ClickMove etc…
Cheers