I am unsure what the best approach for my project is. Currently the whole project expects my Entity to have a root (root of glb), because all my calculations are done by entity.root.position and .rotationQuaternion. Which is why I wouldn’t like to change anything here (even tho it might be possible to use absolute values), because i.e. buildings have no crowd/agent. Now for RecastJS I have to set parent, if not I get an issue with onReachTargetObservable, that sets “active command”-flag to false (so agents iteration can be skipped). It triggers before the mesh (root) reaches its target/destination position and at next agentGoto the mesh jumps because first getAgentPosition is not equal to my mesh position. Any other idea than to set agent transform as new root? I also tried moveAlong onReachTargetObservable, but here it jumps again. Seems like using absolute values would be the best, but feels unneccesary for obstacles, buildings etc. Are there any other disadvantage of absolute values than not being accessible before scene&mesh is ready (fyi: I do use instantiateModelsToScene)?
Here my PG to illustrate it: