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Partial pathing calculations are resulting in enemies destroying structures even when there's a possible path in long mazes #3

@bilalakil

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@bilalakil
  • Review the pathfinding algorithm to see if there's a way to reduce wasted calculations, e.g. by using a priority queue to go down the lowest weight paths first instead
  • If this isn't adequate, increase the batch count (potentially to infinity) to prevent the bug from occurring at the expense of performance
  • If this ends up feeling really bad, then consider job+burst-ifying the calculation
    • and potentially positioning it to run after a LateUpdate so it can run in parallel with rendering (? not sure if this makes a difference on WebGL)

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