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Question by tormentoarmagedoom · Sep 30, 2019 at 06:04 PM · coroutinenavmeshagentmultiple objects

Can be a problem having about 300-500 Nav mesh agents with corutines simultaneously

Hello there!

I'm thinking ways to get what i need, and one possiblity is to have more than 500 gameobjects with its own scripts, where will be always a corutine, something like this:

 while (true)
 {
 /// some navmesh agent things
 yield return new WaitforSeconds (Random.Range(30,300));
 }

Can be this a problem for performance? And if instead of 500 objects, are more than 750 ? 1000? anybody did something similar? Any advice?

Thanks in advance!

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Answer by revolute · Oct 02, 2019 at 06:13 AM

500, 750, 1000 it all depends on the situation. On a pc with sufficient power, no prob. On a mobile device, it will consume a bit of computing power.

I don't think the coroutines will cause hiccup. 500 nav mesh will slow down significantly that 500 coroutines wont be the problem.

Usually, the pattern I'd go is singleton manager class that manages all timer objects and run certain function everynow and then. Having 500 monobehaviours and each running a timer isn't exactly the fastest.

Honestly, the amount of information provided in the question isn't really much to go on. Do you want to run 500 nav mesh agents with 500 coroutines turning them on and off or are the coroutines somewhat irrelevant to your case?

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