How does "Pathfinding" behavior handle increased Timescale?

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  • 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!

  • Changing the timescale does not affect the pathfinding calculations at all. It only affects how fast the object moves along the path.

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  • 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...

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