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Add doc for Navigation Debug PerformanceMonitor
Adds documentation for Navigation Debug PerformanceMonitor.
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@@ -59,3 +59,31 @@ The connections can be made visible through geometry with the navigation debug `
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.. note::
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Edge connections are only visible when the NavigationServer is active.
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Debug Performance
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-----------------
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To measure NavigationServer performance a dedicated monitor exists that can be found within the Editor Debugger under `Debugger->Monitors->NavigationProcess`.
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.. image:: img/navigation_debug_performance1.webp
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NavigationProcess shows how long the NavigationServer spends updating its internals this update frame in milliseconds.
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NavigationProcess works similar to Process for visual frame rendering and PhysicsProcess for collision and fixed updates.
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NavigationProcess accounts for all updates to ``navigation maps``, ``navigation regions`` and ``navigation agents`` as well as all the ``avoidance calculations`` for the update frame.
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.. note::
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NavigationProcess does NOT include pathfinding performance cause pathfinding operates on the navigation map data independently from the server process update.
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NavigationProcess should be in general kept as low and as stable as possible for runtime performance to avoid frame rate issues.
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Note that since the NavigationServer process update happens in the middle of the physics update an increase in NavigationProcess will automatically increase PhysicsProcess by the same amount.
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Navigation also provides more detailed statistics about the current navigation related objects and navigation map composition on the NavigationServer.
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.. image:: img/navigation_debug_performance2.webp
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Navigation statistics shown here can not be judged as good or bad for performance as it depends entirely on the project what can be considered as reasonable or horribly excessive.
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Navigation statistics help with identifying performance bottlenecks that are less obvious because the source might not always have a visible representation.
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E.g. pathfinding performance issues created by overly detailed navigation meshes with thousand of edges / polygons or problems caused by procedural navigation gone wrong.
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