Pathfinding past humanoids

Here are my issues:

Humanoids won’t pathfind around other humanoid obstacles.
As a result, humanoids keep running into each other.
Humanoid’s path.blocked event won’t fire.

I feel like this could be solved by creating custom navigation meshed. Any help on that?

I posted something similar before many times but no replies.

I want to keep my characters collidable with each other, so turning off collitions isn’t an option.

Thanks to those who respond.

Well, one way is to have a custom collision detection to see if the humanoids run into each other like .Touched then rebuild the path or wait for the conflict to resolve like what this article mentions to what an RTS game supreme commander did which faced the same problems.

the existing code would stop the units and wait for the
conflict to resolve, rather than rebuilding a new path around the obstacle.

Or maybe you need an alternate form of pathfinding which can accommodate large crowds like flowfield pathfinding where instead of one path there is a sort of flow.

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Ok thanks for responding.
I will look into that