Inspired by StarCraft 2's avoidance of locked units.
More...
Inspired by StarCraft 2's avoidance of locked units.
- See also
- http://www.gdcvault.com/play/1014514/AI-Navigation-It-s-Not
|
void | Execute (int startIndex, int count) |
|
◆ Execute()
void Execute |
( |
int |
startIndex, |
|
|
int |
count |
|
) |
| |
◆ allowBoundsChecks
bool allowBoundsChecks => false |
◆ desiredTargetPointInVelocitySpace
NativeArray<float2> desiredTargetPointInVelocitySpace |
◆ desiredVelocity
NativeArray<float2> desiredVelocity |
◆ horizonAgentData
◆ neighbours
NativeArray<int> neighbours |
The documentation for this struct was generated from the following file:
- /Users/arong/Unity/a-pathfinding-project/Assets/AstarPathfindingProject/Core/RVO/RVOAgentBurst.cs