RVOController MaxNeighbours includes agents from different layers

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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