Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
This post has been wikified, any user with enough reputation can edit it.
avatar image
0
Question by crowley91t · Jul 02, 2013 at 04:00 PM · mobileainavmeshpathfinding

Fast Script Ai For mobile: Navmesh or A*?

Hi all. I' m making a zombie waves game for mobile(Android).

I have created my Enemy Ai using navmesh, but when i have more enemies spawned, my fps average is 6-10.

A* Pathfinding script is more fast then script+Navmesh?

I m scipting on Javascript.

Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image BlueRaja_2014 · Jul 02, 2013 at 09:43 PM 0
Share

The two are not mutually exclusive.

avatar image markpdolby · Jul 02, 2013 at 10:09 PM 1
Share

Performance would more than likely come from optimizing your code, if you are using Unity Pro deep profile your game with the profiler and see what is causing the biggest performance hit because it might not be the path-finding.

avatar image crowley91t · Jul 03, 2013 at 12:28 PM 0
Share

with the profiler I see that my zombie script is the cause of low performace. i use javascript + Navmesh.

1 Reply

· Add your reply
  • Sort: 
avatar image
3
Best Answer

Answer by TonyLi · Jul 03, 2013 at 12:01 AM

Try waypoints instead. If you maintain a table of waypoints, it's very fast, and in many ways easier to implement than your own A* pathfinding. Also, it makes it very easy for you to control pathing during runtime.

Here's a good intro/rationale for waypoints: http://aigamedev.com/open/reviews/alienswarm-node-graph/

And a tutorial: http://www.digitaltutors.com/11/training.php?pid=641

BTW, here's the whole tutorial series: http://forum.unity3d.com/threads/125774-Digital-Tutors-Releases-4-New-Tutorials-Enemy-AI-amp-Waypoints-Character-Scripting

It's for Unity mobile development.

And here's AngryAnt's implementation: http://angryant.com/path/

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

17 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can you bake nav mesh in prefab mode? 0 Answers

Navmesh path without agent 1 Answer

How to make AICharacterController able to walk on walls and ceilings? 0 Answers

NavMesh - Different NavMeshAgent radius for gaps vs platforms 0 Answers

AI on dynamic navmeshes and moving platforms? (Drawbridges, Elevators, Monorail trains, etc) 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges