Hi,
I have noticed an issue in which avoidance seems to be accounting for static objects which slows the navigating object down severely as it approaches a smallish gap between two static objects. When avoidance is turned off, the object smoothly paths between the two static objects no problem. I recorded a quick video to show the slow down of the navigating object with avoidance enabled, comparing it with avoidance disabled about 16 seconds in. The slow down at about 42 seconds in (from left to right) shows just how bad it can get.
I would like to know if this problem can be solved, because to me this makes avoidance simply unusable. I would certainly like the option for objects to avoid each other during pathing. By disabling avoidance and attaching a rotation constrained rigid body works somewhat, but without making the masses of the objects significantly different, objects frequently get into a stalemate of who has right of way, and even then objects still sometimes struggle to get past each other.
The only other thing I can think of is some convoluted way of having an object decide to stop and become an obstacle briefly to let another object past, possibly based on a trigger. This isn’t easy though as if the object deciding to stop is blocking a narrow path, other objects will take silly paths while the stopped object pointlessly blocks the shortest path.