[Tooltip("Calculate local avoidance in between frames.\nThis can increase jitter in the agents' movement so use it only if you really need the performance boost. "+
"It will also reduce the responsiveness of the agents to the commands you send to them.")]
[System.Obsolete("Double buffering has been removed")]
publicbooldoubleBuffering;
/// <summary>
/// Prevent agent overlap more aggressively.
/// This will it much harder for agents to overlap, even in crowded scenarios.
/// It is particularly noticable when running at a low simulation fps.
/// This does not influence agent avoidance when the agents are not overlapping.
///
/// Enabling this has a small performance penalty, usually not high enough to care about.
///
/// Disabling this may be beneficial if you want softer behaviour when larger groups of agents collide.
/// Allows the local avoidance system to take the edges of the navmesh into account.
///
/// This will make agents try to avoid moving into, and getting pushed into the borders of the navmesh.
///
/// This works best on navmesh/recast graphs, but can also be used on grid graphs.
///
/// Enabling this has a performance impact.
///
/// Note: For the <see cref="AIPath"/> movement script, this only has an effect if the <see cref="AIPath.constrainInsideGraph"/> field is enabled.
///
/// If you are writing your own movement script, you must call <see cref="RVOController.SetObstacleQuery"/> every frame for the navmesh obstacle detection to work.
/// </summary>
publicbooluseNavmeshAsObstacle=false;
publicbooldrawQuadtree;
/// <summary>Reference to the internal simulator</summary>
if(enabled)Debug.LogWarning("Another RVOSimulator component is already in the scene. More than one RVOSimulator component cannot be active at the same time. Disabling this one.",this);