We’re using the RVO system on a spherical surface for our game (we took the code from the beta version of the plugin), and it’s working quite nicely, but we have one issue.
Namely, it looks like stationary agents are pushed away when they avoid a moving one, without generating a path, and they only generate one when they have to go back.
This is a problem for us because agents have no movement animation when they’re pushed away - our walking animation only plays if the agent has a path and can move.
Is there any way to tell when an agent is pushed via RVO, or is there a cleaner approach to animating movement in this case?
Thanks in advance.