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Mugen87 avatar Mugen87 commented on May 27, 2024

Based on your experience, is this possible?

I've actually not used Navmesh.clampMovement() in context of a flocking steering behavior so far. But in general, steering behaviors like flocking or wander can look weird if they are combined with some sort of wall/obstacle avoidance or movement clamping. In certain scenarios, it's better not to just correct the steering force or the final position but give the agent a hint to move in a different direction.

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).

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Glidias avatar Glidias commented on May 27, 2024

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

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Mugen87 avatar Mugen87 commented on May 27, 2024

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.

because the current one doesn't seem to work too well

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.

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Mugen87 avatar Mugen87 commented on May 27, 2024

Closing for now. Feel free to reopen the issue when you can provide more details.

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