# What's the best way to structure a recursive long running algorithm?

I have built recursive path finding algorithm, it seems fairly quick but it also blocks the main update loop while it’s running. I was thinking to move it to a set of recursively called co-routines or another thread but I’m unsure which would be best - I’d like to be able to call it fairly regularly without worrying about the impact on the game.

The current structure of my code is basically the following, with the path-finding code removed (as it’s not really the point of my question), just outlining the amount of recursion it has - so I was considering if I should split the method calls to co-routines?

``````void Update() {
....
DefineRoutes(this.transform.position, Target);
....
}

void DefineRoutes(Vector3 CurrentPosition, GameObject TargetObject)
{
......
PlotRoute(this.transform.position, Target, 0);
......
}

void PlotRoute(Vector3 CurrentPosition, GameObject TargetObject, int RouteNumber)
{
.....
NextPoint(CurrentPosition, TargetObject);
.....
}

RoutePoint NextPoint (Vector3 StartingPoint, GameObject TargetObject)
{
......
TestRoutePoint(StartingPoint, rotated, TargetObject);
......
}

PossibleRoutePoints TestRoutePoint(Vector3 StartingPoint, Vector3 heading, GameObject TargetObject)
{
......
return;
......
}
``````
1. make it a stack recursion, with for-loop and stack datastructure
1. thread it out, but you then shouldn’t use any unity classes (also means no transforms or gameObjects), you can only use structs.

A second thread will give you significantly better performance than coroutines