Godot Version
Godot 4.4.1
Question
I am building a City Builder, but running into lag problems.
I have a Map, 500 meters square, for the Player to build on. It starts with some default Buildings and Resources.
Currently, I am using a Mesh built in Blender as the terrain, and snapping buildings to a 4 meter grid (by dividing co-ordinates by 4, dropping decimal, and multiplying back by 4)
I am struggling to get the terrain as I want it, and tried to use a GridMap using 4 meter Blocks.
I have a NevigationRegion3D, and each Worker has a NavigationAgent
When a Player places a Building, I rebake the navMesh, but this lags the game for several seconds as it deals with the 15,000 Blocks…
How would I go about optimizing, to avoid this lag, or is this too big for a GridMap?
Image is current (non-gridmap) terrain, showing Navmesh