I am moving agents via RVOController around the scene, but when they reach targets that are close to each other, i don’t want them dancing around and sliding for too long, so when they are within a certain distance from their target, I turn off their RVOController and move them in a linear manner to the destination (ie ignoring mutual avoidance all together). When they start moving again, I enable their RVOController again and call RVOController.Teleport to update RVO with their current position (slightly above terrain, so they don’t go underground).
However, I am unable to avoid certain jumps and warps with this model (also tried with RVOSimulator.interpolation enabled). Is there something wrong in this approach or should it work this way (which would mean I have a bug somewhere else) ?