I’m working on a RTS.
Here is video of my problem: https://gyazo.com/20a3b5a6940e3cc80061002f774e8013
Unit don’t go around unit who are RVO locked = true.
I use the last package (pro), recast graph, rvo simulator (30fps), RVO controller (agent time horizon at 0.5, max neighbours at 20), Rich AI and seeker.
This problem seems obvious, that is the same when I try to surround one unit. I know that I can push unit if they are not locked, but that is a simplification of my problem when unit fight (they are locked) and when playing online (enemy is locked).
I have test the version of RTS BETA, I don’t understand if that is a different version of this one or just one more example 18 (SC2). When unit surround another one , they all go on the same direction instead of split. That is quite uggly with 20 vs 20 (melee unit). I have an acceptable version but still little buggy that isn’t playable for me. That is why I upgrade to the last package.
Grid or navmesh ? On the documentation I read that we have to use grid for RTS, but the example 18 use navmesh, I’m not sure what is the best idea.