Godot Version
4.5.1
Question
I am using a NavigationAgent3D on multiple "minions", and i noticed that when a new minions is spwaned, it causes older mionions to move. Is there a way to prevent newly spawned minions from affecting the movement of existing ones?
Here is a short screen recording showing the strange behavior (youtube video of my minions). The kind of “dance” that happens around 0:15 is exactly what I’m trying to avoid haha
## What i’ve tryed
I’ve played a bit around with (pathfinding/)target Desired distance and the (avoidance/) Radius.
This topic which might be correlated, but since my minions a dynamical, i’m not sure that rebaking the navigation server would be usefull.
I’m sorry if i missed an obvious notion of the friendly manual…
## A bit more context
I am working on a practice tool inspired by MOBA games.
To better understand how Godot works, I decided to start by implementing minions on a basic lane.
Architecture-wise:
- I have a simple lane (with the navigation server)
- A minions node that spawns at a specific point and tries to move toward the enemy spot
- When a minion detects an enemy within its acquisition range, it attacks the closest one
## The code
For the code, I used the naviagtion agent script template , with an additional function that updates the navigation target whenever an enemy is detected.
Thanks it advance for the time you already took and the time you might take.