How Expensive Performance Wise is Pathfinding?

I have a pathfinding system for my game.

This system does NOT use Humanoids. It still uses the :CreatePath() function and :GetWayPoints() function to create paths using the Roblox PathfindingService.

In order to keep the pathfinding smooth and accurate, it gets new WayPoints and computes a new path every 0.5 seconds or so. The target is expected to move, so it must do this to reach the target.

I’m just wondering, how performant is the default Pathfinding service? Is it worth turning off the pathfinding entirely and relying on a “beeline” movement if the agent is close enough to the target?

How many pathfinding functions can I have active at once before lag starts?

Thanks.

2 Likes