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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.

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avatar image BlueRaja_2014 · Jul 02, 2013 at 09:43 PM 0
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The two are not mutually exclusive.

avatar image markpdolby · Jul 02, 2013 at 10:09 PM 1
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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
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with the profiler I see that my zombie script is the cause of low performace. i use javascript + Navmesh.

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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 pat$$anonymous$$ng 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/

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incorrect
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