I am trying to get 500 units march towards their individual targets but it seems that the pathfinding gets queued up when the number of units exceed a certain amount. I am using NavMesh with the A* Pathfinding Pro version. Below are screenshots to illustrate the issue.
Beginning (this is 136 units only, not 500)
Some units get left behind as if waiting for their turn. When some units die, they will commence their path
This was a problem that occured even with Unity's NavMesh system but was able to resolve it by setting
NavMesh.pathfindingIterationsPerFrame to a large number, basically increasing the max number of nodes processed per frame.
I have played with setting Threadcount in the AStar Component but it doesn't seem to have any affect.
What can I do to make all units run at the same time (or close to)?