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Question by NoUJoe · May 07, 2014 at 06:18 PM · navmeshnavigationdestination

NavMeshAgent setdestination every frame?

So from what I gather and have read, setting a nav mesh agents destination every frame is bad because it has to recalculate the path each time. However through testing, using "pathPending" which returns false whilst the path is being calculated, I have found that it doesn't appear to recalculate the path every frame even though I'm setting its destination every frame. The way I imagine it works is that if the destination is different to the current destination then it would recalculate the path, whereas I'm setting it to the same point each frame. The reason I think this is because if an enemy is chasing a player, then the enemy's destination would need to be updated constantly. Just need some clarity on this really.

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avatar image Ithkul · Nov 29, 2016 at 07:59 PM 0
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Old unanswered topic, but still just as relevant today. Anyone got some tips?

avatar image Bryangs Ithkul · Nov 29, 2016 at 11:08 PM -1
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There isn't even a question here.

avatar image Ithkul · Dec 02, 2016 at 08:43 AM 0
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It may be a poorly articulated question, but the title is a question by itself. Upon reading through the text it seems, like myself, NoUJoe needs help to understand if it is indeed bad to SetDestination every frame or not. In my case this is highly relevant when having hundreds of transforms chasing a player in a complex Nav$$anonymous$$esh. Thanks for your reply though.

avatar image Bryangs Ithkul · Dec 02, 2016 at 04:28 PM -1
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So you want to know this, because you are worried about fps or something like this? I am in a scimilar situation, i have tens of transforms moving everywhere with customized AI (possibly) each frame. You should ask it yourself, as far as i know you can't talk with Unity's "personnal"

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