RVO Avoidance Priority

The local avoidance is working perfectly for me but there is a limitation that would be nice to have removed. Like Unity’s pathfinding system, can the local avoidance system be set up so that certain units can’t move certain other units? This way, smaller “minion” units can’t move larger “leader” units which can’t move more important “hero” units. Currently, the Lock system is very limited.


There is no direct priority, however having different agent horizon values for different characters can give you a similar effect. A higher value on minions will cause them to avoid other characters earlier, and a low value on hero units will cause them to avoid other characters at a later point (at which point the minions might already be out of the way).

Ah, the great author strikes again with amazing speed! Tyty!

Btw, did you see the review I wrote on the asset store?

If you are the one called “John”, then yes.
It was an interesting review :stuck_out_tongue:

Thanks a lot! :slight_smile: