Hi Chris (or anyone!)I'm using a NavMesh for the pathfinding, and it works poor performance-wise.
If the path is very straight forward it's ok. But if the player has to go around an object, it takes a little while.
It's ok for a desktop computer but on the iPad it takes longer an it's not really good.
What would be the issue in the NavMesh that makes the pathfinder takes longer?
- Is the size of the mesh?
- Are the tris amount? (does Unity optimize that by default?)
- what would be?
This is a video on desktop of how it behaves. Is not so bad, but on iPad it is bad.
(can't embed the video)
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