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If your grid contains so many nodes, One solution to avoid a freeze up on your pathfinding would be to switch to a different map representation, such as a hierarchical map, a quad tree, or navigation meshes that uses less nodes in order to speed up your search. Another solution that could considerably improve performance would be to get rid of the closed ...


For the first step, I'd use the bounding box of the obstacle to compute the points as it'll be much easier and computationally less expensive. If you want, here's how I'd do it: //PlayerExtents includes margin for avoidance Vector2[] GetPointsAroundObstacle(Bounds b) { Vector2[] points = new Vector2[4]; points[0] = new Vector2(b.min.x, b.min.z) - ...

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