Make AstarPath ScanAsync Slower?

I’m running into an issue with my networking middleware when scanning navmeshes at runtime on the loading screen.

The server and client are both generating a navmesh for the same procedurally generated map at the same time. Sometimes one or the other gets kicked for poor connection during this process.

I’m already looking into reducing network traffic and quality requirements while scanning the navmesh, but I was curious if there is a way to split the ScanAsync process up over more frames. I’m willing to change my local source code, I’m just not sure if its possible or where to look.

  • A* version: 5.3.6
  • Unity version: 2022.3.59f1

Hi

You could reduce this property to reduce CPU load: Unity - Scripting API: Unity.Jobs.LowLevel.Unsafe.JobsUtility.JobWorkerCount

The recast scan uses the unity job system, and all the scheduling is handled by unity.