I am trying to debug performance issues and have noticed these spikes in the profiler. These seem to be happening whenever new seekers are being instantiated on the scene, given a set of waypoints to follow and started to move. I am using a 1000x1000 layered grid graph with node size of 1, which I am theorizing is related.
The TimeManager.UpdateGameTime call you see in the screenshot, is an event that triggers the seeker to be instantiated, and set on its way.
Please note that I still have the optimization settings you recommended here, turned on. Any ideas what may be causing this?