As you can see in the picture, the agents in the top left corner of the screen got stuck on the square RVO obstacle.
I wish to use RVO obstacles to block NPCs runtime when there is some dynamic obstacle getting in their way.
I though that might be cheaper (performance wise) solution to do that, cheaper than runtime nav mesh carving at least. Stuff is moving almost all the time in the game. I also want the agents to push the obstacle in case they actually have no other choice than to go through (rather than get stuck in a dead end hallway for example). This is another reason why the RVO obstacles are (I believe) a better approach than a NavMesh cutting.
Does this seem like a bug? Did I do something wrong? Is that by design?
Is this even a good approach I’m taking?
If this behavior I’m seeing seems alright to you and you think this is a correct use of RVO obstacles - should I then just do some “agent is stuck” checking and subsequent repathing? (though it will probably not work very well, since it seems pathfinding ignores RVO obstacles in the first place as the one in the example picture is static and the path leads straight through)
I hope my rumbling makes sense If not, I can rephrase. English is not my first language.
EDIT: Tried the latest beta version, 4.3.11. Could not test it since SimulationBurst::AddObstacle method throws NotImplementedException. Besides that, I also noticed that NPC agents RVOs now almost never avoid player custom RVO (implemented based on ManualRVOAgent.cs). They mostly seem to ignore it. All settings and everything are the same as when I was using the latest stable version from the Asset Store.
EDIT2: Also due to the NotImplementedException from the first EDIT the NPC agents are leaving the navmesh due to avoidance. That happens since the RVONavmesh component can’t add the necessary walls/obstacles.
EDIT3: Also regarding the first EDIT, I found out what’s probably the cause of the issue of RVOAgent <> ManualRVOAgent interaction/avoidance. SimulatorBurst.Agent::ForceSetVelocity has two TODOs. So just my bad luck with encountering unfinished BETA stuff I suppose
EDIT4: I should also mention that the NPC agents are based off of the RVOExampleAgent class.