Civil Tab

The Civil tab configures non-combat NPC behavior for waypoints, exploration, and light activities. These settings are best for ambient crowds in towns/roads; misuse can increase congestion if tuned aggressively.

Modes & Navigation Behavior

  • Enable Civil Mode / Disable Combat: Turn faction into civilian agents and optionally disable combat entirely.

  • Navigation Mode: FollowConnections (recommended for waypoint networks) vs FreeRoam (NavMesh to any waypoint; needs fewer flow tweaks).

  • Waypoint Selection: Weighted/Random/Sequential/LeastCrowded for choosing next node when following connections.

  • Movement Style: Walk/Stroll/Hurried/Varied with per-style speed multipliers.

  • Path Wait Time: Random wait at waypoints; (0,0) = continuous flow.

  • Free Roam Settings: Max distance search, prefer closer, recent-memory to avoid repeats, despawn bias.

Exploration & Activities

  • Explore Time / Retarget Interval: How long agents wander in Explore nodes and how often they pick a new target.

  • Activity Chance / Cooldown: Probability to perform an activity at Activity nodes and cooldown before repeating.

  • Activities: Each activity can play a clip, loop, set min/max durations, and attach props to bones; approach speed multiplier controls how fast agents reach the spot.

Spawning & Despawning

  • Fade Transition Duration: Time for spawn/despawn fade.

  • Despawn Chance / Min Lifetime: Likelihood to pick despawn nodes and minimum time alive before allowed.

Avoidance & Path Divergence

  • Personal Space / Avoidance Strength: Local avoidance bubble and how strongly agents steer away.

  • Path Divergence: Organic pathing (variation amount, frequency, max offset, smoothness). Look-around stops can trigger when divergence is high.

Corner Smoothing

Smooths sharp turns into arcs. Use for waypoint corridors; usually unnecessary for Free Roam.

  • Enable Corner Smoothing: Turns corners into curves.

  • Angle Threshold: Lower = smooth more corners. Too low can over-smooth tight spaces.

  • Radius / Segments / Approach Factor: Bigger radius and more segments = smoother but can clip geometry; keep moderate values (e.g., radius 2–4m, segments 6–8) and test in dense alleys.

Crowd Flow & Congestion (use with care)

Designed to help waypoint traffic. Over-aggressive values can amplify jitter and stalls.

  • Enable Crowd Flow: Activates congestion logic.

  • Density Check Radius: Area to measure nearby agents; too small misses congestion, too big overreacts.

  • Congestion Threshold: Agent count in radius that triggers slowdowns.

  • Min Congestion Speed Mult: Lowest speed when crowded; avoid near-zero or agents may appear stuck.

  • Dynamic Rerouting: Try alternate paths when dense; can increase NavMesh queries—enable mainly on waypoint networks.

  • Crowd Avoidance Strength: Steering away from dense spots; start around 0.8–1.0.

  • Lane Formation / Side Preference: Encourages left/right passing for bidirectional flows.

  • Guidance: Start with defaults, test on your busiest street; for Free Roam, consider disabling or using mild settings.

Social Interactions

Optional lightweight interactions between civil agents (greetings/brief stops). Tune within socialSettings if enabled. Keep probabilities modest to avoid halts in high-traffic areas.

Performance Caps

  • Max Decisions Per Frame / Max Activity Updates: Budget civil logic per frame.

  • Distant Update Interval: Throttle distant agents to save CPU.

Practical Setup Tips

  • Waypoint towns: Use FollowConnections, moderate corner smoothing, and gentle crowd flow settings; keep congestion speeds >0.3 to avoid stalls.

  • Free roam plazas: Reduce or disable crowd flow/corner smoothing; rely on divergence for organic wandering.

  • Activities with props: Ensure prop attachments target correct bone names/paths; keep counts low for large crowds.

  • Iterate in a stress scene with many agents; adjust density radius/threshold and min speed first before enabling rerouting.

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