Quick answer: Spread pathfinding across frames or threads, cache and reuse paths, reduce the search space with hierarchical pathfinding, and limit how often agents repath.

Slow A* is too much search done too often on the main thread. Here is how to speed it up.

How to fix it

1. Spread or thread the work

Compute paths over multiple frames or on worker threads so a heavy search does not spike the frame. Many agents pathing on the main thread in one frame is a common cause of hitches.

2. Cache and reuse paths

Avoid recomputing a path every frame. Cache it and only repath when the goal or obstacles change, or follow the existing path until it is invalidated. Constant full repaths are wasteful.

3. Reduce the search space

Use hierarchical pathfinding (coarse then fine), a smaller or abstracted graph, or flow fields for many agents heading to the same goal. A smaller search is a faster one.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.