AI navigation

The most desired improvements for navigation are:

  1. Instead of teleporting to the NavMesh when outside it, agents should move to the NavMesh smoothly (Use case: When players knock enemies outside the NavMesh, enemies currently teleport back to the NavMesh rather than moving naturally, which looks poor).

  2. Add an API for random navigation points that can generate valid, reachable random points within a rectangular area (Use case: Spawning enemies at random locations that can successfully navigate to the player).

  3. Enable RVO2 algorithm when large numbers of enemies are navigating to different destinations, to prevent them from competing and failing to reach their targets.

  4. NavMesh height offsets vary between maps - some NavMeshes are close to the ground grid while others are much higher. The offset height needs to be standardized, as a single Nav MeshAgent Base Offset value doesn’t work across all maps, which is very inconvenient.

When will these basic features be officially added?