I’m trying to implement local avoidance for enemies in a third person game but I am having a number of problems.
I can’t get obstacles/RVONavmesh to to keep agents away properly:
When in crowds agents can be pushed off the navmesh and fall off ledges or be pushed into walls and in some cases fall through the terrain. I believe both the obstacles and the RVONavmesh work because they are drawing gizmos and diverting a small number of agents. The cube obstacle seemed to have better luck until an agent was pushed inside of it and then became stuck.
Is there a way to make RVO agents interact with physics? When agents are pushed off ledges by other agents they teleport directly to any ground beneath them. I would like them to be able to knocked back by attacks and fall off ledges but I’m not sure if this is possible.