With the beta out there it’s a bit hard to find the correct answers since features/answers are changing.
I’m not currently using the beta, but plan to change over down the road.
3D scene - RVOController on RichAI agents using my own move scripts. They avoid other controllers fine for the most part.
SquareObstacle doesn’t work. I can put RVOControllers on objecs or other agents and the bots will path around those. But putting squareObstacle on something like a large cube, they walk right into it and get stuck. It shows up with the red border as an obstacle, but the agents aren’t recognizing it.
How would you handle things like 1000’s of trees. Navmeshcut each tree location or use local avoidance? If local avoidance, what method?
I’m assuming I want to use something like squareObstacle for dynamic things dropped on the ground. Think of a falling tree that may then roll down a hill. Navmeshcut may not make sense because it might require many updates as the object moves, but the agents do need to avoid it.
Are there more tutorials on local avoidance? The current docs cover some topics but don’t really give you a complete step by step setup of how to make all the features work.
Agent speed - when using the default speed agents get stuck on other larger RVO controllers. They only start to avoid properly when cranking up their move speed. Are there other ways to solve that problem?
Although if squareObstacle worked for me then I’d probably be using that instead.
In general would you use navmeshcut or local avoidance if the objects were mostly stationary, but can still be moved around by other dynamic objects? For example, a large stone drops out of the sky creating a path blockage. But it might roll away, or be destroyed. Using navmeshcut I’d have to keep updating the cut when things more or are removed, or just use local avoidance square obstacle?