Hello Aron,
You may remember me by that post: Doubt-about-rvo-and-aipath
I am saying this because it can be related.
I am still using the old version 3.8.5 because of that problem described in the post above (I did not test new version to see if it can run). But I am having a few problems with the A* that, in the long run, it can be a bigger problem. My game is a village building, so I have around 30-50 units, always. All works good, I implemented everything you say/suggest to make each unit on the ground.
During my Load Game call (only here, after this all runs good because I handle how many calls each unit makes), after finishing it, all units will start to call the pathfinding for next actions. Having around 25 units, they just keep in place for a few seconds before really moving (I assume they are running the pathfinding system). A quick fix (not really the best one) is just having a way to check if they are stuck in your pathfinding system trying to find the best path. I saw this on the new version: AstarPath.active.ScanAsync - which I think it can solve it for me. But still, they will be idle for a few seconds (4-8) and I will just “mask” the problem with another loading screen for the player.
Is there any suggestion you can give to me to work around this? Do you recommend to me to change the version, even if I need to write again the ground check logic?
I am using RVO Controller, Seeker and AiPath for the units path logic, together with my own scripts for the AI, path calls and ground check (which is not my “bottleneck” for performance (graphics is), but anything it can help since the game becomes bigger).
Thank you.