Class LegacyRVOController Extends RVOController
RVO Character Controller.
Designed to be used as a drop-in replacement for the Unity Character Controller, it supports almost all of the same functions and fields with the exception that due to the nature of the RVO implementation, desired velocity is set in the Move function and is assumed to stay the same until something else is requested (as opposed to reset every frame).
For documentation of many of the variables of this class: refer to the Pathfinding.RVO.IAgent interface.
Note
Requires an RVOSimulator in the scene
Deprecated
Use the RVOController class instead. This class only exists for compatibility reasons.
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
Public Variables
Layer mask for the ground.
Inherited Public Members
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.
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.
Determines how strongly this agent just follows the flow instead of making other agents avoid it.
Height of the agent in world units.
Specifies the avoidance layer for this agent.
Automatically set locked to true when desired velocity is approximately zero.
A locked unit cannot move.
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.
Priority multiplier.
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
Handle serialization backwards compatibility.
Handle serialization backwards compatibility.
Cached reference to a movement script (if one is used)
Cached tranform component.