Pathfinding or Checkpoint

I want to delay instantiate gameobject. And game object it’s can walk many way.

Look at the chicken spawn.

Can I use pathfinding with navigation mesh ? It’s many gameobject.

NavMesh would work well for something like this. You should definitely try it.

If you come across any issues, try another pathfinding solution.

NavMesh finds the shortest possible path between point A and point B, which leads to 3 possible problems.

  1. Performance would depend on how your individual agents work.

  2. Unatural looking pathing occurs when the agents all take the same path.

3)I can’t really tell from the video if the path the individual chicken takes in light of every other chicken is resolved simply from steering behavior which NavMeshAgents has by default. but steering would really mess up a large group of agent’s paths since everyone is trying to steer at the same time messing everyone else up.

If made in Unity, I do not expect Egg Inc’s Chicken AI to use something like NavMesh. I would expect something more checkpoint-like since the path is already pre-defined, so upon spawning it finds pointA offset-ed by some random amount, and it does the same thing for every other point after until it gets into the buildings or reaches the end of the road. It also looks like the chicken has a wander behavior when it fails to get to it’s checkpoint after awhile, and re-attempts again after some time.