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Nav Mesh Agent slow down in the corners/overlap

Discussion in 'Navigation' started by AlexandreH5, Oct 18, 2018.

  1. AlexandreH5

    AlexandreH5

    Joined:
    Sep 24, 2013
    Posts:
    61
    Hello everybody,

    My agents follow the player there can be up to 10.

    - I use obstacle avoidance : Quality : High Quality
    So that the agents do not overlap BUT with that configuration the agents are slown down in the corners.
    - If I use obstacle avoidance : Quality : None
    Speed in the corners is no longer decreases BUT all agents are crossing / overlapping each other.

    How it's possible to keep the 2 systems : regular speed in/out corners and not overlap ?

    Thank you all for your help and sorry for my bad english!
     
  2. AlexandreH5

    AlexandreH5

    Joined:
    Sep 24, 2013
    Posts:
    61
    Up after 1 year :p

    Someone would have any idea?
     
    hawaiian_lasagne likes this.
  3. hawaiian_lasagne

    hawaiian_lasagne

    Joined:
    May 15, 2013
    Posts:
    124
    I have the same issue. Is there a bug filed for this?
     
  4. Tymianek

    Tymianek

    Joined:
    May 16, 2015
    Posts:
    97
    Same issue
     
  5. NixyNick

    NixyNick

    Joined:
    Oct 11, 2020
    Posts:
    12
    I think this is because the collider of the object is too big and the radius of the agend (in the navigation settings) too small. Either way I had problems with coding an AI too but eventually discovered the Ultimate AI System asset that did all of that for me.
     
  6. xnivqx

    xnivqx

    Joined:
    Apr 7, 2023
    Posts:
    1
    Same issue here :(
     
  7. unity_028AE3B1F1BC5DECE8AD

    unity_028AE3B1F1BC5DECE8AD

    Joined:
    Jul 31, 2022
    Posts:
    100
    Seriously no solution for this years later? Can't find much else helpful on the internet.