This causes agents which have low maxneighbours from less crowded layer don’t include each others into the simulation because crowded layer agents fill up their MaxNeighbours count.
I think the problem is directly related to RVOAgentBurst.CalculateNeighbours method because it find neighbours before applying layer filter.
How can we fix this?
Thank you.
Tagging @aron_granberg on this as it sounds like a bug/something that can be put into next patch (under the assumption that it’s not intended)
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Fair enough. I’ll include a fix for this in the next update.
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