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Question by luxon001 · Apr 18, 2018 at 03:48 PM · navigationcustom

Creating a custom navigation system

Since the unity navmesh lags horribly for 100-ish characters, and A* costs 100$ (which is quite a bit and may not work for me) i was thinking of crating my own navigation system. I think i have it all planned out but there is this problem...
Considering my game will feature a lot of dynamic objects and obstacles crashing about i would have to use raycasts (at least once a second as the characters dont move very quickly) between the nodes to determine wheter the path is clear as well as determining the path around static obstacles such as buildings. Now i dont Know wheter using a bunch of raycasts for a 100 characters is a good idea or would it lag even more. The maps arent too big and the nodes would generate on raycast collision at the nearsest suitable area using a an expanding spherecast hit.point and checking it via raycast. I could also optimize it by having removing raycasts on overlapping paths for multiple identical characters with the same destination.

So should i bother trying this or will i make things even worse?

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