RTS style local avoidance?

Hi, i’m trying to make an rts that keeps the units strictly on the nodes, how can i make them not overlap nodes at realtime? So far i’ve tried:
a) using the single node blocker / updating the block every time they change nodes
b) rvo controller, this works but the agents push each other around so they lose positioning, so if they are attacking they could be blocked and not attack anymore
any clue?

a little late, but have you tried DynamicGridObstacle?
it turns the object it’s attached to into an obstacle is updated during runtime (it does have to be on one of the layers in the obstacle layer mask in order to work)
it might confuse the Seeker on the same object a bit, but it shouldn’t be much of a problem when it only takes up one space

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