#Jittery Pathfinding
1 messages · Page 1 of 1 (latest)
When you say a few dozen NPCs, do you mean a few dozen at a time?
My NPCs destroy and then spawn
But sometimes there are a few dozen at a time (<= 20)
And when there's that many, that's when they start getting jittery?
It's more like after a certain point
Then all NPCs get jittery no matter how many there are
So, after like a couple dozen have been spawned in total, regardless if there's multiple currently actually in the game, it gets jittery
Hm
Yes
It's hard to tell the exact problem without the script, but so far sounds like a bit of a memory leak or improper removal of the despawned npcs in some way
I don't have a table tracking them and I do :Destroy() on them
Would you be able to send the script here?
Sure
Gimme a sec
I'm eating rn
Yo I'm back
It's a bit late for me to read through that at the moment, but you should look through the script performance and see if the memory usage confirms if there's a memory leak or some other problem
Things might also not be getting garbage collected properly. I'm not sure exactly how the garbage collection works regarding pathfinding, but it might be worth looking into
my memory usage doesn't increase that much
can a s3/s4 come here
Have you tried path spacing
WaypointSpacing