Detour Crowds + Move To - produces Bad Pathfinding
Hello, I've switched from RVO to Detour Crowds and got a wierd/bad navigation of my pawns.
So what I had and how I've implemented Detour Crowds navigation: For Detour crowds ive extended the AIcontroller class. I used a MoveTo node in my pawn controller with pathfinding and projecting coordinates to navigation ON. when I used RVO - it produced good avoidance of walls and terrain but bad avoidance of other pawns.
With the same settins only using Detour Crowds the result is - good avoidance of other pawns but bad avoidance of walls and terrain, its laggy in terms of movement and pawn gets blocked by an "invisible dirt".
Heres the video with Detour Crowds ON, Disabled Use Pathfinding in MoveTo node: https://www.youtube.com/watch?v=GYx40-hxaCw
And a video with Detour Crowds ON, Enabled Use Pathfinding in MoveTo node: https://www.youtube.com/watch?v=WMj2GnfU9Vo
Also in Project settings I used default settings for the Crowed Manager Settings only chaged the Max Actor Radius to 150. As the Giant pawn has a capsule component radius of 150. Didnt touch any other settings have no clue what does Radii do.
in Navigation System - supporting actors all the types of Actors are inputed and all the Recast navigation mesh also present. Oh and MoveTo is going through the Tick so maybe the pawn is strugling to chose path.
But in anycase with all of that I would like to find out and fix this laggy-jiggly movement when I use Pathfnding On when using MoveTo node.
Hope to hear from MieszkoZ as he helped me in the past with pathfinding quastions :)
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