Cut Poly performance

Hello,

I am experiencing fps drops during the runtime, I have two Recast Graphs, 5 moving navmesh cuts for each. The graphs are quite large, therfore they are precalculated and saved, loaded at the start.

Screenshot from profiler:

Screenshot of setting from one of the graps:

Is there any suggestiong what should I tweak to avoid these peaks?
I am also using this code to cut NavmeshCut when is enabled and remove it when it is disabled:

Might it be connected somehow?

Hi

That’s a long time for a cut. How many cuts do you have in that tile? Or is it very detailed?

Using normal graph updates (using AstarPath.active.UpdateGraphs(bounding box)) can sometimes be better. They are often more expensive in pure CPU time, but they are much better parallelized and will likely not cause as much work to be done on the main thread.