What do you want to achieve? Keep it simple and clear!
An efficient and capable tower defense like system where enemies follow a path.
What is the issue? Include screenshots / videos if possible!
The pathing works fine until a player approaches and the npcs / enemies start overshooting corners. (see video linked)
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
Increasing the frequency of checks to see if the current destination node is reached, decreased frequency of trajectory adjustments to reduce strain on the server.
The current system uses defined nodes and a single server side script per enemy that has 2 loops, 1 checking to see if the next goals is reached (and advance if so), this runs very fast to prevent overshooting, the second one is slow and adjusts the trajectory every so often to prevent navigation mistakes.
I’m wondering if a single script iterating over all enemies would be better in this case.
The video linked shows footage of a test with about 500 enemies.
The navigation does not use path finding / agents / moveto, it just uses a linearvelocity that is calculated when a node is reached.