Teleported RichAI snaps back to first intersecting surface

  • A* version: 5.1.4
  • Unity version: 2022 LTS

    The snapping occurs in RichAi.MovementUpdateInternal → RichAI.TraverseFunnel → RichAI.UpdateTarget → RichFunnel.Update → RichFunnel.ClampToNavmeshInternal
  • my agents have Can Move set to false.
  • In a custom fixed timestep, I’m running Agent.SetPosition → Agent.MovementUpdate → Agent.FinalizeMovement synchronously.
  • I never update the Agent’s simulated position other than that

What’s best practice here? I have a single spot in the code that is called when the agent is teleported, so if theres some cleanup method within RichAi i can call after teleporting that’s probably my best option

I’d recommend RichAI.Teleport.