Godot Version
4.3
Question
Is there a way to make NavigationAgent3D not push each other around when avoidance is enabled? If there is not enough room to walk there, because another agent is in the way, they should stop moving.
is_target_reachable()
doesn’t seem to take other agents into account.
I actually want to use avoidance else they would eventually end up at the same position (if chase target stands still) and look like there was only few enemies.
I’m using the code from Using NavigationAgents — Godot Engine (4.0) documentation in English for CharacterBody3D.
Their CharacterBody3Ds collision layer is set to don’t collide with each other:
This behaviour is coming from the avoidance.
Behaviour:
NavAgent:
Any suggestions or ideas how to make this work?
Similiar topic without answers:
EDIT: I found this post. I won’t fix my issue, but might help with performance, which currently becomes terrible with 300 agents.
EDIT: Using Node3D allows me to have 600 agents with similiar performance. Just in case someone is interested.