I did a solution very similar to Rick, except that I just used a float defaultSpeed and intialized it in the start method of Mover.cs. I intialized it as navMeshAgent.speed this way at the start of the game the enemies cache their start speed themselves, so that I can still tweak their NavMeshAgent speed in the inspector and everything will still work fine.
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That works. The important thing is that you have a system for setting the speed.
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