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Posted

I use Entity:GotoPoint() on my AI character. It moves perfectly from point A to point B

If my player controller stands between A and B, this AI character will push it.

If I set my character mass greater than AI's , AI character will be stuck a bit and take time to "slowly" move around my cylinder physic shape.

 

How can I make my AI move around my player character properly when using GotoPoint ? I need him to avoid my player character's position.

 

I am sure that I can't use world:BuildNavMesh() every frame for this kind of pathfinding...

Posted

I thought we had avoidance with pathfinding before?

I don't know smile.png I did not see any post before, can you show me please?

You can try getting vector between AI and player and then add a bit of force to the normal.

I think a small force will help him get around your collider quicker.

Good idea, but I want this AI avoid me completely biggrin.png like this

post-16833-0-67391300-1489166946.jpg

Posted

Yeah, while that video seemed responsive enough, I suspect the issue may be that on large terrains, having dozens of vehicles/characters alter the navmesh at once would drop the framerate significantly. I wonder how GTA and other games/engines work around this.

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