I am writing a game with many entities in which I am trying to squeeze as much performance out of as possible. I have also noticed that sometimes the paths created are not straight lines, which for most scenarios is fine for me but not for cases when the AI is close to the player.
I am already doing linecasts for the AI to determine sight of the player. In this instance, I would like to pass the seeker/AstarPath/AIPath the line as the path without doing any other calculation. Is this possible?