I have been playing around with this but was wondering if what I am experiencing is typical or whether I am doing something wrong.
This is in debug
I have a terrain, 1000 x 1000. This will grow to approx 4000 x 4000 so I can not really use a grid graph. So I am using a Recast graph. The problem is I want to add building and have these walkable by the enemy. It is a FPS game and for buildings think Rust/fortnite.
I can add a foundation and then call
Bounds bounds = foundation.colliderBounds.bounds; var guo = new GraphUpdateObject(bounds); // Set some settings guo.updatePhysics = true; AstarPath.active.UpdateGraphs(guo);
But this seems to add a second or 2 delay. I have removed the logging line about static meshes, as i was getting 42000 debug messages about them, and reduced my tile size down to 32, but I still get the delay. My understanding was that UpdageGraphs should merely queue the changes so should be pretty much instant, even if the calculation of the graph isn’t. Am i missing something or is this a artifact of debug mode and nothing to worry about?