NodeLink2 jump calculations

Interesting case :thinking: So, I’ll answer your brainstorming solutions to the best of my ability but if none of these work out let me know!

You may get some mileage out of this thread, and this thread linked later in the first.

Two options here methinks: Either turn off the NodeLink2 altogether if all your units share the same logic for off-mesh links (as in, your units are all the same in the sense that they can traverse the same links) or tag it appropriately for different units.

I think this is where that logic about making something kinda… good enough is useful. You can maybe only update dynamically when they’re nearby a unit or something. That doesn’t work if your units can traverse the entire map, but you can also just lower the rate of how often it updates and have them be a little tiny bit jank every once in a while.