Good afternoon, I have been doing some research on implementing avoidance/collision handling for minions/players, similar to games like Dota and League of Legends. Unfortunately, I am having difficulty getting a result that feels smooth for both player-controlled characters and AI. For example, RVOAvoidance appears to be extremely slippery without a lot of customization. Crowd Avoidance does a much better job but is lacking in documentation.
On that note, I feel that I am not using Crowd Avoidance to its fullest potential or that there may be a simpler answer to my problem. Any help would be greatly appreciated.