Thank you It was written over 2+ years for my game
Thereās many different things to discuss here, but Iāll skip to workflow recommendation first:
Recommended workflow for large maps:
The plugin supports an āInfinite/Unboundā manager which should be your go to for large worlds or procedural worlds with ever-changing collision geometry. See documentation for setup instructions.
CPU Performance:
All workload is distributed over multiple ticks so the plugin is guaranteed to never eat up your CPU beyond a fixed workload. You should use the *MaxPathSolverIterationsPerTick */ MaxCollisionSolverIterationsPerTick variables to configure what the acceptable fixed workload is for your project.
Memory:
What youāre seeing is not a memory leak, but lazing loading of the Bound managerās various caches. The bound manger was simply not designed for huge worlds because the memory cost quickly becomes unreasonable.
The good news is that the Infinite/Unbound manager scales up to any map size without costing you any extra memory! However because it is cacheless, the performance of the infinite manager is significantly lower than than bound manager so youāll need to keep MaxPathSolverIterationsPerTick very low to maintain your frame rates.
Most people arenāt aware of the Infinite map size feature apparently, but it is a big part of the pluginās offering and ideal for certain kinds of projects.