Closed mgoadric closed 10 years ago
Hi,
The SteerForEvasion behavior was a trivial example and not very useful. I've converted it to a post-processing behavior which takes into account the other forces acting on the vehicle, while also avoiding the pursuer.
It may still change before the UnitySteer 2.8 release, but you can find it here: https://github.com/ricardojmendez/UnitySteer/commit/14f4714f1075ac46158cc33ccad92e61b9c7a746
When my agents are evading a menace, I noticed that they ran slower when they were closer to the agent, and faster when they were further away, until they reached the safetydistance, then stopped evading abruptly. Should this be reversed, so they evade faster when they are closer? I think I have some code worked out to do this.
Also, I think the distance calculation uses the current position of the menace in the safetyDistance calculation, not the predicted position. Is this for efficiency?