I’ve been using Astar for the past few years (pro version), and lately I’ve been doing a bunch of optimization the game I’m working on. The biggest issue that I’m running into with A* Pathfinding Project is that I’ll frequently get spikes in the profiler that look like this:
My game often features a large number of AI agents using Seeker.StartPath() on a 320x320 grid graph as much as 5 times per second each (they are required to repath often when following other AI agents). I’ve already gone through the optimization pages in the documentation, and unfortunately toying around with the settings on the AstarPath script hasn’t made a substantial difference.
I’m happy to provide as much information as you’d need to make a better diagnosis. At the moment I’m just not really certain as to what would be influencing these Work Items spikes, or what I should be looking into in order to reduce them.