One of the scenes in my game is going to have many people wandering around the environment. Is AC "equipped" to deal with this, or shall I use alternative code for crowd behaviour? I have seen an asset on the asset store that does just that, but I'm wondering if there is any disadvantage to using AC's NPCs rather than bringing another API into the equation. It is only one scene in the entire game that will contain all these crowds of people.
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2D NavMeshes have a number of controls for optimising performance at the cost of accuracy, as well as a "Character evasion" feature which you may have to disable if you have many NPCs moving around at the same time.
@Alverik: Thanks for the detailed response, a few approaches to consider.
@ChrisIceBox: Sorry I forgot to mention it is 3D.
@Snebjorn: Great Snebjorn! I actually bought Behavior Designer a long time ago because I knew Opsive would have an integration with their Third Person Controller, which I am also using. So you just parented hotspots to the npc models and gave them a wander task?
I wondered what you were up to on the forums there.