almost 5 years ago - Sleipnir - Direct link
That pause upon starting a job is actually the pathfinding manager trying to calculate a path to the target position. Pathfinding is pretty expensive and, to offset the cpu cost, I delay this calculation at specific intervals. i.e., every 1000 steps, delay one frame. This keeps the pathfinding from having massive noticeable lag spikes. That being said, I'm going to try factoring the game timescale into the intervals that are delayed. That should fix this inconsistency you've noticed.
almost 5 years ago - Sleipnir - Direct link
Ya, you're right there and I've had plans to create a separate/non-delayed pathing for this. :)