AIController aggro range

I know we are are writing this in for the enemies, but if I have 100 enemies on my level. thats a lot of calculations that tax performance. Wouldn’t it make more sense to put the aggro range calculation on the player, and trigger chase behaviour when the enemy is close enough?
You know. for the sake of performance?

Sorry I missed this question.

Regardless of who is responsible for the calculations, you still have 100 enemies to calculate distance for. As it turns out Vector3.Distance() is pretty fast.

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