/// This is useful in turn based games where you want
/// units to avoid all other units while pathfinding
/// but not be blocked by itself.
///
/// Note: To use this with a movement script, you have to assign the BlockManager's traversal provider to either <see cref="Seeker.traversalProvider"/> or <see cref="FollowerEntity.pathfindingSettings.traversalProvider"/>.
///
/// See: TurnBasedAI for example usage
///
/// See: BlockManager
/// See: turnbased (view in online documentation for working links)
/// See: traversal_provider (view in online documentation for working links)