When dealing with large graphs, computing paths can take a lot of time, even driving the game to a halt for a couple of seconds. This could lead to ruining the overall experience, to say the least. Luckily enough, there are methods for avoiding that.
Planning navigation in several frames – time-sliced search
This recipe is built on top of the principles of using coroutines as a method for keeping the game running smoothly while finding a path in the background; some knowledge of coroutines is required.
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