Knockback 2D will knock a unit back - without interrupting orders - while also considering pathing checks for different collision sizes. It destroys trees and/or debris without destroying bridges and the user can fully configure it. It allows for deep-water movement if desired.
You specify the speed of the knockback indirectly by giving it a distance to travel and a time to travel it within. This uses the same formula as Berb's Knockback Lite.
If the unit hits impassible terrain, it will "bounce" in a form of a geometric deflection angle. This can be toggled on or off per knockback. - Bribe
This is the best knockback system I've ever seen and I wanted to share it here.
Knockback System 2D
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Knockback System 2D
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