Path pooling and multiple AStarPool objects

Hi Aron,

Thanks for the reply. the reason i am not using version 4 was because of this issue: ( that was me ages ago )

The demo i sent you was to illustrate the bug. I have over 128 tiles some that are over 65000 vertices some less. They are fairly complicated geometry. 3.x version seemed to be most efficient when i tried first vs 4.x.

Having all the tiles loaded in is not an option because the geometry is so complicated i have to completely load / unload terrain tiles depending on the position of the player. Which works pretty well apart from this issue…

I will create a branch and retest with v4.x but i am also looking at the procedural example this may be what i can use, can you tell me if the ProceduralGridMover script benefits from pre-existing graph data that has been cached i spent many nights making my 128 tiles ? Also is the ProceduralGridMover mobile friendly its seems to only have a memory footprint of 50 megs just like a single full navmesh.

Thanks for your help man ! Awesome product btw!

Cheers
J