When frames are dropped, there is no physics to prevent the animals to step forward.
The path finding algorithm should observe and consider such frame drops. Ideally the animals should not run blindly into the wall. Instead they should attack for area damage if there is no path around the structure. https://youtu.be/we3hT-Oc4O0 https://youtu.be/JAsUjGqoQaw
NoGirlsOnTheInternet
2020-02-12 19:13:45
Same here - maddening when I'm in a pop-up/dialogue box and suddenly I'm at half-health while I'm ostensibly safe in my base.
Aoi Blue
2021-07-11 09:19:12
There is another possibility. There is a spawn range around nests.
Make sure the walls are far enough away that they encompass the entire spawn range. Otherwise the beasts might spawn on the far side of the wall.
If this isn't the case, and there are beasts walking through walls due to framerate missing collisions or rounding error jumping through them (another possibility), AI routing needs to consider the presence of walls, and all movements need to measure the full line of the movement, not just the end point.
Comments
The path finding algorithm should observe and consider such frame drops. Ideally the animals should not run blindly into the wall. Instead they should attack for area damage if there is no path around the structure.
https://youtu.be/we3hT-Oc4O0
https://youtu.be/JAsUjGqoQaw
Make sure the walls are far enough away that they encompass the entire spawn range. Otherwise the beasts might spawn on the far side of the wall.
If this isn't the case, and there are beasts walking through walls due to framerate missing collisions or rounding error jumping through them (another possibility), AI routing needs to consider the presence of walls, and all movements need to measure the full line of the movement, not just the end point.