Avoidance
Avoidance is the local steering that keeps agents from stacking on top of each other. It is always on - without it, agents heading to nearby slots would pile into a single point - so there is no enable/disable toggle, only tuning. It works alongside navigation: routing decides where the group goes; avoidance decides how individual agents flow past each other and around standing units on the way.
The two forces
Splitting the two means you can keep moving crowds loose and responsive while keeping standing formations stable.
Interaction with walls
Avoidance handles agent-to-agent spacing. Walls are separate: with Has Collision on
(bWallCollision), agents are physically stopped at wall tiles in the same integration step,
so they don't get pushed through a wall by a crowd behind them.
TIP
If agents feel like they're vibrating in dense packs, lower Strength first. If a moving group bulldozes through standing units, raise Settle Push. If standing units scatter too easily and are slow to reform, lower it.
What's tunable today
Avoidance treats every agent with the same radius (Agent → Radius) - there is one
global agent size. Per-agent radius and collision groups / team flags (so avoidance
can ignore or block specific units) are on the roadmap; see Limitations.
Per-agent speed is already supported - see Per-Agent Speed.