When I enable RVOAvoidance on a character, that can be controlled by both player or AI, there are severe Network Corrections on clients.
It looks like client is colliding with his own RVOAvoidance radius, resulting in him getting rolled back to his previous position, which basically means the client is unable to move, because he just gets snapped back.
If client finally gets to move, after colliding with other character, there is another batch of severe Network Corrections, like the client doesn’t even care about the RVOAvoidance radius of the other character, but server does, resulting in Network Corrections.
Is this normal? Is there a way how I can safely use RVOAvoidance on every character without severe Network Corrections on clients? I like this functionality a lot, because it mostly prevents characters getting stucked to each other when colliding.