Hi
Yes, this is possible.
If you are using the beta version then this is the relevant code:
var simulator = RVOSimulator.active.GetSimulator() as Pathfinding.RVO.SimulatorBurst;
var result = new NativeArray<int>(10, Allocator.Persistent);
var resultDistances = new NativeArray<float>(10, Allocator.Persistent);
var query = new RVOQuadtreeBurst.QuadtreeQuery {
position = ...,
speed = 0,
timeHorizon = 0,
agentRadius = float.PositiveInfinity,
outputStartIndex = 0,
maxCount = result.Length,
result = result,
resultDistances = resultDistances,
};
simulator.quadtree.QueryKNearest(query);
for (int i = 0; i < result.Length; i++) {
int agentIndex = result[i];
if (agentIndex == -1) break;
var agentPosition = simulator.simulationData.position[agentIndex];
Debug.DrawLine(query.position, agentPosition, Color.red);
}
It is kinda tricky to get from that back to the RVOController component and the associated GameObject though.