Which factors affect the most and what are the drawbacks?
Level size? Amount of meshes? Quality of the graph?
I’ve got a big level and it’s taking up to 10 seconds currently, and I would like to do it runtime.
Is it possbile to asynchronously while game is running?
Hi
The primary factors are:
- Cell size and world size (more directly the size of the recast graph in voxels).
- If you are using tiling, using tiling means the scanning process can be more effectively parallelized.
- The complexity of the meshes, this is not as big of a factor, but rasterizing colliders instead of meshes can improve performance since they are usually less complex.
You can scan the graph asynchronously using AstarPath.active.ScanAsync.
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