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Question by larmede · Jan 07, 2018 at 08:00 AM · navmeshruntimelagbake

Lag when baking NavMesh at run time

Since there are pushing object function and a randomly moving enemy in my game, it needs to bake NavMesh again when the object was moved. Although I set the baking time only at the period of pushing the object, there is a little lag every time baking, even if I try to reduce the baking frequency. Is there a way can solve this problem?

Here is the baking NavMesh script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;

 public class NavigationBaker : MonoBehaviour {
 
     public NavMeshSurface surfaces;
 
     PlayerController playerscript;
 
     // Use this for initialization
     IEnumerator Start(){
         playerscript = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
         while (true)
         {
             if ((playerscript.canPush) && (playerscript.movedObject != null)){ //when pushing
                 surfaces.BuildNavMesh (); //bake NavMesh
             }
             yield return new WaitForSeconds (3);
         }
     }
 }
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Answer by adriant · Jan 08, 2018 at 09:47 AM

Inside the while loop, when the condition in if is false there will be a wait for 3 seconds executed. So this causes the next possible baking to happen after those 3 seconds have passed.

Do you mean there is a lag between the moment surface.BuildNavMesh() is called and the moment when the NavMesh is updated?

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avatar image larmede · Jan 08, 2018 at 10:20 AM 0
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yes, when the Nav$$anonymous$$esh is updated, there is a lag

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