Class RVOController Extends VersionedMonoBehaviour
RVO Character Controller.
Similar to Unity's CharacterController. It handles movement calculations and takes other agents into account. It does not handle movement itself, but allows the calling script to get the calculated velocity and use that to move the object using a method it sees fit (for example using a CharacterController, using transform.Translate or using a rigidbody).
For documentation of many of the variables of this class: refer to the Pathfinding.RVO.IAgent interface.
Note
Requires a single RVOSimulator component in the scene
A* Pro Feature:
This is an A* Pathfinding Project Pro feature only. This function/class/variable might not exist in the Free version of the A* Pathfinding Project or the functionality might be limited.
The Pro version can be bought here
Public Methods
Direction and distance to move in a single frame to avoid obstacles.
Direction and distance to move in a single frame to avoid obstacles.
Set the desired velocity for the agent.
Set the normal of a wall (or something else) the agent is currently colliding with.
Set the target point for the agent to move towards.
Converts a 3D vector to a 2D vector in the movement plane.
Converts a 3D vector to a 2D vector in the movement plane.
Converts a 2D vector in the movement plane as well as an elevation to a 3D coordinate.
Public Variables
How far into the future to look for collisions with other agents (in seconds)
Center of the agent relative to the pivot point of this game object.
Layer mask specifying which layers this agent will avoid.
Enables drawing debug information in the scene view.
Height of the agent in world units.
Specifies the avoidance layer for this agent.
A locked unit cannot move.
Automatically set locked to true when desired velocity is approximately zero.
Max number of other agents to take into account.
Determines if the XY (2D) or XZ (3D) plane is used for movement.
How far into the future to look for collisions with obstacles (in seconds)
Current position of the agent.
How strongly other agents will avoid this agent.
Radius of the agent in world units.
Reference to the internal agent.
Reference to the rvo simulator.
Current calculated velocity of the agent.
Private/Protected Members
Cached reference to a movement script (if one is used)
Handle serialization backwards compatibility.
Handle serialization backwards compatibility.
Cached tranform component.
Deprecated Members
Teleport the agent to a new position.
How much the wallAvoidForce decreases with distance.
An extra force to avoid walls.