Hello! I’m working on a project using the pathfinding system to calculate the paths, with a custom solution for movement. I’ve been having problems when it comes to the RVOController side of things, where the delta returned by the function CalculateMovementDelta is pointing my NPC’s straight through walls. Does anybody have any ideas as to why is this happening?
I can use the regular seeker with the function CalculatePath normally: The pathway drawn perfectly navigates my map avoiding walls and whatnot. But since I want to have certain avoidance of other NPC’s in the map, especially when positioning themselves for attacking the player, I really have to go through the RVOController if I understand the documentation correctly.
All NPCs in the project have the RVOController, and I’m testing the direction using raycasts. RVOSimulator is on scene as well, with the X and Z planes being toggled. Any ideas would be apreciated!