My game has moving objects that characters need to jump on, climb, and move on top of. It is a top-down style game with multiple selectable characters that you click to move, each using AI movement methods. The objects that these Characters are on top of move all across the map, so I assume it is similar to the Sea of Thieves situation. Therefore I have decided to try to use Sea of Thieves method to accomplish this.
Even though I am relatively experienced in C++, doing this kind of hacky solution has me nervous. I want to make sure I’m not going to do this in a suboptimal way, so I’ll describe my plan here. My thought is to give each character an invisible character clone that navigates on the original static mesh, and that information is sent back to the “real” character. It seems like I am forced to use invisible characters if I want to use Detour Crowd Avoidance. Am I wrong about that? I’d love to hear feedback in case this leads to performance problems that I can’t easily solve.
Any advice is appreciated, thanks.