I can have some pretty simple situations, such as one unit wanting to path to the opposite side a parked unit, and although there are obvious paths around the parked unit, it simply rams its head into the parked unit.
Does RVO not attempt to path around other RVOs? Or how does it work exactly?
There may very well be an implementation issue on my side, and I guess I need more details to help guide me in diagnosing this.
Strangely, I was attempting to edit or delete my post, but it says I need administrator access to do so. I don’t recall that being a thing in the past…
Anyway, I have continued to look into this. I removed NavMeshCuts from halted units, and noted the radii wasn’t being correctly applied to the RVOControllers. Those two changes seemed to fix the issue of moving units ramming into parked units.
I haven’t specifically tried the issue that brought me here originally, which is having a big blob of parked units, and seeing if a unit will path around them, or get stuck in the blob. But good news is I haven’t seen units getting stuck on each other the last day or so.
Unfortunately, I can only tell you what I’ve done: removed NavMeshCuts on idle units, fixed radii to be equal or greater than the agent’s radius, on non-player units I disabled the “lock once arrived” option.
If I were to take a wild guess, it looks like some of your stuck units are “locking” themselves prematurely.
Ultimately @aron_granberg will be the best one to answer your questions.