I'm doing some pathfinding stuff. My game is running at hundreds of FPS... I really do not need to have pathfinding running that often, and it would slow down my game. I can run pathfinding 30-60 times a second (for local avoidance) while movement/animation code can run however much it wants, for smooth animations.
Is there some way to run a system at a fixed time rate (alongiside the monobehaviour physics system ideally?) or do I need to do a dirty workaround with skipping a system until enough time has passed to run my own "FixedUpdate"?
ideally, there'd be an attribute added to an ISystem [RunAtFixedUpdate] but there doesn't seem to be anything like that.