When moving from A to B, objects are taking different amounts of time when changing FPS or timescale?

I’m on Pro A*, currently on version 5.0.9 - I know there’s a newer version but I don’t want to update unless I need to as the game I’m using this for has already launched.

I’ve noticed there can be a wide window of discrepancy between how long it takes for my enemies to move along their path, depending on framerate and timescale in Unity.

Below are my debug logs, the blue tile is the average of the 9 takes I tried with every setting. Note the big difference between 120fps x2 and 30dps x3, almost 2.5 seconds. This is the exact same

The experiment uses Time.time starting the moment the unit passes one cross, and then logging when it reaches the next.

I’ve tried changing the Seeker start/end points, changing the aStar optimisasion, thread count settings, disabling the RVO controller… nothing seems to make a difference.

Is there something I’m missing, or a module I can use / change to to make the movement speed more consistent?

Here are the settings the object is using:

Many thanks,

Josh.

As a test, can you try removing the Rigidbody component and see if that equalizes their times out?

Hi

That’s quite a big difference, but not completely unexpected.

I’d recommend that you try out the FollowerEntity movement script instead (while upgrading to a newer version since that has a bunch of improvements for the FollowerEntity).
The FollowerEntity runs at a more predictable simulation rate, and will automatically handle things like running the simulation multiple times per frame at higher time scales.