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Horde of NavMeshAgents - stops to recalculate path.

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**PROBLEM:** I'm making a simple horde-shooter, where a big amount of Agents run towards a moving player. I've made a Navmesh through build-in Unity baker. All works well, but the problem is - on larger distances (the map is an outdoor ruins complex), all Agents are stopping every few frames/seconds when the Player is moving. **DATA:** -It's obvious they are recalculating the path to the Player, as their SetDestination is set on Invoke Repeating (repeating at 0.1-0.8 sec random range - so the Update doesn't get clogged). -The map is made in SketchUp and it's a solid, complex, single model (consisting of two levels, catwalks, mazes etc). -The NavMesh baking takes ~2-5 seconds as it is. **THE QUESTION:** How can I speed up the path recalculating process on a big number (10-80) agents at once, so it's as smooth as possible?

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