I have a bunch of fighter AIs that are doing attack runs on a target (Currently just a cylinder).
It is designed to veer off course the moment it gets too close and loop around for another attack run. Using a raycast, I raycast ahead 5 units and do obstacle avoidance.
Using a sphere/capsule collider for the cylinder, I get good results. The fighters veer off course and doesnt collide with the cylinder.
However, the moment I switch over to a mesh collider, they start veering off course late. Moreover, there is also a delay before the ships realise that they are within weapons range. (Also a raycast)