[Question] Navigation And Collision

I am trying to achieve the same behavior as in dota 2, with their creep and hero interaction.

I am having trouble preventing the creeps and hero from being pushed by the player when they issue a direct order to walk pass the creep. The red circle is the hero, and when an order to move is sent, the unit just pummels through everything and gets to its destination. I am using NavMeshAgent.CalculatePath to calculate my path and moving the transform myself. I dont know why i did this… but if required i dont mind switching to NavMeshAgent.SetDestination
Any suggestion is greatly appreciated :slight_smile:

I think you could get it working by giving the Minions a separate NavMeshAgent type with a higher priority on their avoidance, that way they will prioritize avoiding the player characters while they can just move on.
If that doesn’t work, you might have to do some manual work to script it in.

I’ll give it a try. But the other problem would be, heroes trying to block each other.

Yeah, you’re probably going to hit on a couple of requirements that you won’t be able to get working with core Unity components. You’ll probably need to write a script to control the pathfinding beyond the direct player input.