I’ m making a zombie waves game for mobile(Android).
I have created my Enemy Ai using navmesh, but when i have more enemies spawned, my fps average is 6-10.
A* Pathfinding script is more fast then script+Navmesh?
Try waypoints instead. If you maintain a table of waypoints, it’s very fast, and in many ways easier to implement than your own A* pathfinding. Also, it makes it very easy for you to control pathing during runtime.
Here’s a good intro/rationale for waypoints: http://aigamedev.com/open/reviews/alienswarm-node-graph/
And a tutorial: http://www.digitaltutors.com/11/training.php?pid=641
BTW, here’s the whole tutorial series: http://forum.unity3d.com/threads/125774-Digital-Tutors-Releases-4-New-Tutorials-Enemy-AI-amp-Waypoints-Character-Scripting
It’s for Unity mobile development.
And here’s AngryAnt’s implementation: http://angryant.com/path/