Hello Ashley ! I'm having questions regarding the pathfinding behavior and the way it handles calculating paths.
I have around 50 characters moving around a city with one single type of obstacle. They pause for a random amount of time between each random waypoint they chose. I've made them spawn an item on Pathfinding Failed and if Calculating Pathfinding takes longer than 5 seconds.
I've noticed that the behavior gets unstable when timescale is increased.
(More failings to find a path and ultimately no more character moving, as if there was a bottleneck in the way the calculation is done for each character).
Could you give me/us some information about the way this is handled and any info about increased timescale stability? Thanks in advance!
Develop games in your browser. Powerful, performant & highly capable.
Changing the timescale does not affect the pathfinding calculations at all. It only affects how fast the object moves along the path.
Alright, so it would seem that an increased timescale also increases the moving speed of objects so they end up on obstacles and then get stuck on calculating their new path. I don't know how else to explain the bottleneck and errors I'm seeing on objects when I increase the timescale...