Does being able to have multiple navmeshs with navmesh links make path finding faster?
What sort of difference to path finding performance does it make?
Background: I’m currently using Unity Free and the Unity navmesh stuff is great. The NavAgents move well etc., lovely. The only trouble is the time it takes to calculate a path. I want to have lots of AIs which I can do but they currently spend most of their time idle waiting for a new path to finish being calculated so it kills the game play I wish to implement. I have tried some of the nav/path finding alternatives but, so far, the ones I’ve tried are too buggy or can’t cope with really complicated scenes. I have a massive test scene and because I’m using the free version of Unity I have the whole scene using 1 very complicated navmesh.
I am hoping that someone is able to give me a guide as to the performance improvements they’ve seen of being able to divide the navmesh into multiple “zones” (that I can’t do in Unity free as you have no navmeshlink ability). Does being able to have multiple navmeshs with navmesh links make path finding faster than 1 navmesh covering the same area? Is it faster by much?
For Example: If I split my navmesh into, say 10 “zones”, the path between any points in different zones typically just needs to work out how to get to the off mesh link you start from, traversal across any other zone could be pre-calculated by the Unity navmesh code, (I don’t know if it does), it then just needs to calculate from the arrival off mesh link to the position that you want to get to in that zone. Or perhaps it just adds overhead and the navmeshagent path is no faster to calculate?