In our prototype we are creating our maps procedurally by instantiating hex prefabs when the scene loads. We are using 19 tiles with a 50 meter radius. The tiles are mostly open ground with a few obstacles and roads on them.
We do an Astar Scan once everything is instantiated and have been measuring how long this will add to our level load times. With a cell size of 0.1 the scans are longer than 20 seconds, but with a cell size of 0.25 our scan times are much better and only about 2 seconds.
A cell size of 0.25 might be a little low though, especially for indoor spaces, and we would like to get our pathfinding load times as fast as possible.
We were wondering if you had any thoughts about how best to optimise our setup.
Should we explore caching a recast mesh for each hex, then stitch them together?
Do you have any tools that would help us do that?