Stop an agent before an occupied location


I used previously the nav functions of Unity and just moved to your method.

I think this is a basic problem but I don’t find any solution.
I use a navmesh with RichAI and RVO controller.

I have six entities moving to the same location, the first stops and the others turn around the location without stopping when they should see that the location is already occupied.

I use also the option : locked when not moving

Is this behavior supported by an option I missed ?

With the Unity Agent function I used the obstacle component so the others units knew that the location was already occupied and the behavior was fine.


The current beta has a new option on the RichAI (and AIPath script) called ‘stop when destination is crowded’ which does exactly what you want.

See for more info about how it works.