> What pathfinding cell size are you using? Is there enough "space" between your objects for the characters to properly and easily fit through? Have you tried running a quick function for "regen obstacle map around sprite.object" to see if that helps?
>
> Those are just the first few things I can think of that may be causing an issue.
>
> *EDIT*
> I just watched your video link. The lag doesn't seem super noticable to me but I can see a tiny bit of jank. How many enemies in total are in the layout and how big is your layout? Large layouts will cause jank when using pathfinding because of the sheer amount of calculations gets exponentially increased as the layout size gets larger. Also, lots of objects calculating paths all at one time can cause this.
>
> ~Sol
>
I'll try those suggestions you have, but I'm not sure if they will do anything considering you mentioned that lag can happen with large layouts and lots of enemies. My game has a layout size of 1708 x 1708 and is a wave / horde survival shooter kind of game. At max there are maybe 30 enemies? And at least there is 9 so I'm not sure if that is what is making the lag so bad but it probably is. Not really sure what qualifies as a "large layout" that is large enough to create lag.
I'm working on some pathfinding type stuff right now as well, on a layout of 2000x2000 and up to 60 or so pathfinders.... and I don't get this lag. It's possible that I'm doing something differently to you, like offsetting the path calculations for the entities so they aren't all trying to find paths at the exact same time. I'm also using a cell size of 64, so it's also possibly related. I think the key to getting a good setup is the ratio between the actual layout size vs your cell size. Your layout could be 50,000px big if your cell size is say, 500px big.
I'm not sure what else to suggest exactly, but maybe try playing around with the cell sizes and such - and make sure enemies aren't trying to re-calculate a path all at the same time. I simply made it so if the enemy is already moving along a path, to only calculate a new path every couple of seconds versus if they aren't moving at all to check more frequently (for faster initial response).
Hope you figure it out.... seems like a bit of a weird problem. Also check the collision boxes for your enemies and objects and make sure they aren't too complicated. Having a complex collision polygon can cause a lot of lag as well when trying to figure out paths.
~Sol