ComputeASync causing Lag Spikes

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 in ComputeASync, lag would occur and than this error would follow.


note that this occurs on an 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
image
image

And this is the navmesh that shows when the game starts lagging
image
image
And AI computes every 4 seconds or if the path is blocked or if it sees the target to which it shortens the cooldown to .2 seconds but won’t compute anymore paths

And i do not really know how to replicate it

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I am seeing the same NavMesh error in both my Test and Production versions of a game. I did see a Bug Report about it from late 2023 but don’t know if it has been fixed.

I do wonder whether it is caused by the NPCs blocking paths. Do you have a high NPC count in your game as I have around 25 in a fairly small space.

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in this game, it’s just like 10 or even 2 enemies

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