Not sure if this is a bug, but I noticed this issue when a bunch of my seekers with basic polygon colliders happened to overlap. I then created a fresh project to test this issue by running this test:
three identical game objects with the following components:
- Rigidbody2D (dynamic)
- Seeker + AI destination setter (set to 2D)
- Very complex polygon collider (~200 sides) set to trigger
Whenever these two game objects overlapped they would cause intense slowdown to the point of crashing unity, and when they overlapped an object without a seeker they would still cause mild slowdown. What I concluded is that the complexity of a polygon collider has a massive effect on the pathfinding components performance.
I thought I’d point this out because it might be a bug leading to performance issues (or I’m just not supposed to have rigidbody2D and A* active on the same object)
Using unity 2021.3.1f1
Using A Pro 4.2.18*