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Question by MarvinH · Aug 14, 2020 at 03:24 AM · aipathfindingtower defense

Is using NavMesh for tower defense performant?

I've been looking at Unity's Nav Mesh, but is it suitable to have multiple Nav Mesh agents on screen at once?

Here's examples of the type of AI I'm researching:

Bad North: https://www.youtube.com/watch?v=RqD6qJZlW90

Taur: https://www.youtube.com/watch?v=7fTCc04kS8I

Backstory: I started working on a top down tower defense game in 2016. At the time I was using a waypoint system. the units would just bounce between each point on the path. This works fine, but I wanted to have units come from multiple directions. Instead of paths, I assigned the units a target destination on Awake. The unit would then move to the target, until it reached it's goal. This was great because it was more dynamic, but the units would only travel in a straight line, with no obstacle avoidance. I converted the game to a 3d top down-ish game similar to Taur, Bad North, Total Aihilation etc,

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