It was something with stop start speed, but I read here that it can be fixed, just forgot how ), but I have one animation that is playing when agent has started a path and reached the end of the path, I did shift+patrol, shift+move, shift+agressiveMove, shift+follow, shift+focusfire, shift+energycast and others that I can mix while building one path by clicking shortcuts and added some commands that can play while agent is moving like switch attack mode, or hit or dodge or block movement without path calculating, it just switched to root animations and then it backs to the calculated path
yeah, I think that the main problem was solving start/end events and something with root motions, can’t even remember, but here is an example
one archer running circles via shift move command while others are attacking.
since then I thought that building path separately from the units commands is better idea, I can build for example one path for all selected units, just have noticed that ))
is RichAI gonna be faster for RTS than AIPath?