I have a game with some procedural elements in it, which obviously benefits from NavMesh, problem is that when the AIs are spawned and move around a corner they end up in a single line that is easy for the player to pick off.
How it started:
How it’s going:
The agents have RVO enabled, and they’re in the correct groups, I’d expect that to have some effect on this but it’s always a single line.
Am I going to have to write my own system to improve this (local navigation avoidance, etc.) or is there something built in that helps for this?
Note: the splines in the screen shots have nothing to do with the nav, it’s for the PCG.