- 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