I found that the AI for enemies in a test place i made were causing short lag spikes everytime ComputeASync was called
local function Main(Position, Part:BasePart)
warn("Executted")
if Position then
local Mag = (Root.Position - Position).Magnitude
--local Sight = CheckSight(Part)
if Mag > Range.Value or Part then
local Success = pcall(function() Path:ComputeAsync(Root.Position, Position) end) -- the current assumption is that waypoints are causing high memory usage
local CurrentIndex = 0
warn("Creating path")
if Success and Path and Path.Status == Enum.PathStatus.Success then
warn("Success")
Pathing = true
Blocked = false
if BlockConn then
BlockConn:Disconnect()
BlockConn = nil
end
BlockConn = Path.Blocked:Connect(function(BlockedIndex) -- Make this a one time connection from what i figured
if BlockedIndex >= CurrentIndex then
warn("Lol blocked")
Blocked = true
end
end)
local Points:{PathWaypoint} = Path:GetWaypoints()
if DebugMode then
DebugPath(Points)
end
task.spawn(function()
for i, v in Points do
if not Active.Value or Humanoid:GetState() == Enum.HumanoidStateType.Dead or not Pathing then
break
end
Waypoint = v
CurrentIndex = i
task.wait((16/Humanoid.WalkSpeed)/4)
end
end)
else
warn("Path creation unsuccessful", Path.Status)
--Blocked = true
end
end
end
end
If i remove the pcall for ComputeASync, lag would occur than this error would follow.
note that this occured on a very large but empty baseplate
I’ve seen AI freak out like this when an enemy used a laser beam attack that used parts for VFX for i do not know why.
And to prove it was the AI, This is what i got in microprofiler
and this is what the navmesh looks like
![image|690x363](upload://ptB3kraLHuRh5BUh
And AI computes every 4 seconds or if the path is blocked or if it sees the target to which it shorten the cooldown to .2 seconds but won’t compute anymore paths