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Votes
0
Found in
5.3.0b4
Issue ID
739950
Regression
No
agent.remainingDistance equals infinity during runtime when performance gets slow
Reproduction steps:
1. Open "test2" attached project.
2. Open and run "Assets\Scenes\MainLevel" scene.
3. Click "start" button.
4. Open console window.
Actual behavior: agent.remainingDistance equals infinity when too much enemies are in the scene.
Expected behavior: agent.remainingDistance shows distance to the next waypoint.
Additional notes: to change enemy spawn speed, click on "spawner" game object and change "Spawnpausetime" value.
At low framerate the fixedupdate (used in the project) will do many calls per frame - where agents will be waiting for path request to finish.
See also : http://docs.unity3d.com/ScriptReference/NavMesh-pathfindingIterationsPerFrame.html
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