Monster pathfinding without Graph Movers

  • A* version: 5.3.8
  • Unity version: 6000.0.50f

I looked into ProceduralGraphMover, but attaching it to every monster doesn’t really seem like a good idea, especially since I don’t know how many there will be. So what would be a reasonable way for a monster to figure out how to reach something nearby when it needs to?

Most of the time it’ll be chasing the player, but sometimes it might head to its home, food, or something else. That’s why I’d prefer not to attach the graph mover to the player either.

If there’s no better option, I might have to bake a Recast graph for a 10k by 10k map. In that case, how much memory overhead should I expect?

I’d recommend a Recast if you 100% need a stable graph that always spans the full map. As far as memory overhead, I’d honestly just create the graph on your map and see for yourself as it’s case-by-case and any estimate I give here could end up being wildly incorrect. Give it a try and if it doesn’t work out for you, definitely return with your findings and we’ll help how we can :+1:

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ok thanks! i’ll try everything i can and be back

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