-- Literally what else would they call this? It’s a toggle for pathfinding to use improved search.
-- The two examples you give perfectly describe what they do, they’re not being too specific that’s just what those two things are. They just happen to have long names.
Still experiencing issues in my experiences seemingly due to the new time budget. NPCs simply give up pathfinding nearly immediately causing frustrations for both players and myself. Can there please be an option to disable the time budget via a PathSettings parameter? Not to mention the fact that if I’m not using partial paths, it simply has no time to find an actual path and simply returns nil.
I’m not sure if this is a regression or a missing feature, but sometimes I have issues where the waypoints are placed too close to the edge of a platform and an NPC falls off trying to follow the path
Here is what I mean. The waypoints should be further inset to prevent the agent from potentially walking off the surface, which has occurred a few times in playtests.
After ludicrous amounts of testing, I’m still experiencing worse performance with the newer algorithm on large and detailed spaces.
Since the new algorithm, I’ve had to implement a custom node-based pathfinding system, several path failure cases that didn’t need to exist previously, and I’ve essentially had to stop using partial paths as they often just cause NPCs to get stuck in random areas and refuse to pathfind away.
Very disappointing that developers do not have the choice to prioritize computational accuracy and reliability over speed.
I was told it would have been a smooth transition with no real downsides, and that hasn’t been the case ever since the time-budget was implemented.