The pathfinder uses the A* search on the triangles of the mesh, with the distance to the destination as the heuristic. Naturally, the smaller the mesh, the smaller the search space and the faster the search will be.
Also note:
To avoid spikes when requesting paths, the pathfinder is time-sliced: requests for paths are not processed immediately, but are rather added to the queue, so it can take a few frames to get the result. To tweak the time-slicing, the following console variables can be used:
Name | Values |
---|---|
ai_MNMPathFinderQuota | Pathfinding quota per frame, in seconds. |
ai_MNMPathFinderDebug | 0/1 - Hide/show pathfinder debug statistics: queue size, average and maximum number of A* search steps, average and maximum search time. |
To test the pathfinder and navigation in the Editor:
Other debugging tools are described here.