Unity DOTS Vs Classic Navigation - Pathfinding With New NavMeshQuery
In this video, we will be comparing Unity's robust classic navigation with experimental but highly performant DOTS based navigation using the NavMeshQuery API for pathfinding.
The DOTS based pathfinding calculations here is burst complied and multithreaded, which means it will execute on all threads if there is a need and whenever possible. Jobs are not completed one after the other, instead, they are all completed, and then the result is processed. This means, "Complete" is called only once per-frame making this bit more efficient. This aspect differs from other online repositories one might find.
We will dive deeper into the implementation in the subsequent video.
I was able to route 100000 units without caching which means path calculation was done for every unit spawned before the framerate dropped below 30fps.
DOTS and Navmesh query is still in the preview & experimental phase at this stage respectively. I will update this in the future if things change significantly.
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This link helped a lot in understanding how to use NavMeshQuery -
https://github.com/zulfajuniadi/unity-ecs-navmesh.
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Science & Technology
#Unity DOTS Pathfinding (NavMeshQuery) Vs Classic Navigation
#Unity DOTS Pathfinding
#Unity DOTS Navigation
#Unity DOTS multithread
#Pathfinding
#Navigation
#Burst complied
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#Unity ECS Navigation
#Pure ECS Pathfinding
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#NavmeshQuery
#Experimental NavmeshQuery
#Unity NavmeshQuery
#Classic Navigation Performance
#Parallel Job pathfinding Unity
#Executing on all threads
#Unity ECS
#Unity DOTS
#Multithreading
#Navmesh
#DOTS Navmesh
#NavmeshAgent