RVO objects take long (unnecessary) route to destination

  • A* version: 5.2.3
  • Unity version: 2022.3.21f1

Hi - I use AIPath & RVO to move pieces around the playing surface. Often, I send a piece to a location nearby when there are no other RVO objects or obstacles in its path - should be a straight run, but it takes a very strange route to the destination, overshooting/avoiding before heading straight for it. Could you advise me on what I should look for to prevent this?

Can you send us a screenshot of your AIPath settings for that agent? A screenshot of the path they take (if the movement is visible on the path itself) is helpful too :+1:

Thanks - attached the settings. Hard to get a good shot of the movement (it’s a VR game and a few things have to happen to see the issue!).

Got the settings copied, but had another quick question; which graph type are you using? (Settings there are helpful too! :D)

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Hi,
I have one gameobject in the multiplayer scene with the RVOSimulator/AStarPath on it - I’ve attached an image! Thanks!

Yeah I’ve been trying to replicate this issue with no success- I even tried that exact Unity version. My units still go directly to a point I select no issues. It looks like most of your settings are completely default too.

It may be an issue with the environment or the exact scenario. I’m not sure what media you’d be able to provide but it would help a lot here.

Thanks so much for looking at this. What kind of things would make RVO take a different route - there aren’t any other colliders that I can see would cause it :-(.

The biggest affecter is the radius for the RVO agent, or imo at least. What kind of behavior are you seeing when RVO is off? Is their path still just as erratic?