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Navigation using non-optimal path

Discussion in 'Navigation' started by Eduard6421, Jun 11, 2019.

  1. Eduard6421


    Oct 13, 2013
    How could i make use of non-optimal path finding? I'm trying to create a crowd simulation and the fact that all my agents tend to take the same path affects the verisimilitude of my simulation.
    Currently I'm making use of Unity's NavAgents combined with some steering behaviours to make my agents stay at a greater distance to one another.
    Last edited: Jun 11, 2019
  2. Yandalf


    Feb 11, 2014
    What you could do perhaps is change area's costs depending on the crowd density in the current area. However, this will also affect the agents currently in that area, so you will have to work around that.
    Maybe you can affect the areas just behind a dense crowd, or else play around with different agent types?