Deterministic for multiplayer rts?

Hi

Pathfinding itself is deterministic. However, since paths are calculated asynchronously and in multiple threads it may take a shorter or longer amount of time to calculate them on different computers. Use path.BlockUntilCalculated() to avoid this. See https://arongranberg.com/astar/docs/path.html#BlockUntilCalculated

Also note that floating point calculations are not necessarily completely deterministic on different architectures. Usually they are, but the C# spec leaves it open for different architectures to produce sliightly different values in some cases.
Due to this, games like SC2 only use integer math in their engine (at least the parts that need to be lockstep-safe) as far as I understand.
This package uses floating point math in quite a few places. Pathfinding itself is however mostly free from floating point math.