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Navmesh.clampMovement with Vehicle flocking behaviours #13
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I've actually not used In this way, the same collision is definitely avoided in the upcoming simulation steps (so the agent does not try to steer over and over again into the same wall). |
Yes, I don't just use flocking . I use some constrain to navmesh behaviour like flowfield as well. However, I had to use a seperate collision approach instead of clampMovement because the current one doesn't seem to work too well, and it seems it only checks a single closest edge and may not account for large velocities where multiple potential edges are involved? I don't see any conservative swept aabb or radius sphere used in the query for edges |
The idea is to us a spatial index in combination with the nav mesh. It is evaluated in NavMesh._getClosestBorderEdge(). In this way, you only check border edges of adjacent regions.
Can you please explain in more detail what you mean by that? It's best to describe your expected and actual behavior. Otherwise such statements are not really useful for the project. |
Closing for now. Feel free to reopen the issue when you can provide more details. |
I have trouble
Navmesh.clampMovement
to play nicely with a various Vehicle flocking/[path behavious among multiple agents this to work (or maybe it's due to other things). Based on your experience, is this possible? Would be nice to have an example of it.The text was updated successfully, but these errors were encountered: