Is it possible to have multiple ProceduralGridMover for each NPC?
I have a vast open world with a few “chasing” enemies. The player is not constrained by any pathfinding, but the NPCs are. Therefore, ProceduralGridMover seems like a perfect choice for me.
Since the NPCs can be far away from the player, and the player object does not use pathfinding, I was thinking if it was not better, and more efficient, to attach the ProceduralGridMover to each NPC, similar to some kind of “cone of vision”.
However, A* seems to just use the same GridGraph and it moves it rapidly between each NPC. Is there a way to get around this? Perhaps a new GridGraph for each NPC?