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) vsFreeRoam(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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