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In this video two of the most commonly used collision avoidance methods - placing an agent at an average location to avoid collision Vs avoiding the nearest agent - are compared. Simple yet optimized spatial partitioning methods can be used to achieve highly parallel collision avoidance behaviour for a large number of agents. I tried and failed while using unrestricted Ray Casting to find nearby agents though - as usually Ray Casting much be hidden behind a condition. Source Code - https://github.com/ForgingStation/Uni... UnitV2_Component - The componentData struct which holds the necessary data for every unit. Unit_Spawner_Base - A Monobehaviour class spawning entity with necessary components. Any code block with a comment - Debug - can be commented to increase performance. Unit_Movement_System - A system base operating on UnitV2_Component, responsible for movement and collision avoidance. Two methods demonstrated in this video exist as separate foreach loops on entities. Unit_Buffer - A dynamic buffer holding two locations between which units traverse. This system ac be clubbed with DOTS- NavMesh Query system to achieve collision avoidance while navigating. Bullet Points used while recording - Cloning the DOTS Navmesh Query Code - verify there is no difference in behaviour. RayCast problem HashKey calculation Spatial separation Hash bucket visualization with cell size 8 & 20 Persisting Map data throughout the frame and rebuilding the map - NativeMultiHashMap Collision Avoidance walkthrough, result & comparison Other papers on Collision Avoidance. Check out the following links to know more about spatial partitioning. https://en.wikipedia.org/wiki/Space_p... Quadrant System in Unity ECS - • Quadrant System in Unity ECS (Find Target/... Quad Tree - • Coding Challenge #98.1: Quadtree - Part 1 ** Music - Please - Wayne Jones**