Hi,
There are regular lags in Pathfinding. What could cause this and how can it be fixed?
The before and after frames look like this
- A* version: 5.4.4
- Unity version: 6000.2.9f
Thanks.
Hi,
There are regular lags in Pathfinding. What could cause this and how can it be fixed?
The before and after frames look like this
Thanks.
It says that it’s waiting for some other job to complete. It may not even be related to pathfinding.
Check the profiler’s timeline view for more info.
Are you calling GetNearest anywhere, and if so where/how often? What are your graph settings as well?
Hi
I would check if there are any agents that have fallen off the map and have ended up very far away from the graph. This can make get nearest calls become slower than normal.
Several calls per second. But as far as I understand, calls to GetNearest from the game code shouldn’t cause any synchronization.
Here is the graph settings.
Have you looked into the possibility of agents having fallen off the map as Aron suggested? Or any other anomalies with your agents that may be causing this?
I didn’t quite understand what he meant. Are there agents outside the graph? Yes, there are always multiple agents outside the graph in the game. All these agents have simulateMovement set to false, as was done in this test: ProceduralGraphMover teleport FollowerEntity after update to 5.4.4
Hm I see. I’m not sure what all is disabled programmatically when simulateMovement is off, like if JobRepairPath should/is intended to fire anways or not. Your thoughts Aron?