Tier 4 Series 304

304F: The Sensory Pulse

Pilot Record
Student Profile
"Vision is expensive. If 500 zombies all Raycast for the player every frame, the game dies. A Navigator uses a "Time-Sliced Pulse" or a "Shared Target Manager" so only a few units look per frame."

The Concept: Time Slicing

Instead of every unit running logic every frame, we spread the load.

* **Modulo Check:** `if (Time.frameCount % 10 == myID % 10)`
* **Manager:** A central script scans for the player and tells the zombies "Here he is!" so they don't have to look themselves.
Red Flag Detected

The AI Trap: "The Synchronized Lag"

You ask the AI: "Make all enemies look for the player."

// AI-Generated Code: Spike Generator
void Update() {
    // Audit Fail: 500 Raycasts firing at the exact same millisecond.
    if (CanSeePlayer()) Chase();
}

This is "Frame Stutter." The game runs smooth for 9 frames, then freezes on the 10th when everyone thinks at once.

Elite Telemetry

Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."

  • Small Batches Solving one problem at a time prevents logic drift.
  • Modular Design Localizing the "blast radius" of AI changes.
  • Tight Loops Rapid iteration with constant code review.

The Navigator's Correction

Corrective Protocol
// Corrected: Smooth Distribution
IEnumerator Start() {
    yield return new WaitForSeconds(Random.value * 1.0f); // Offset
    while(true) {
        CheckVision();
        yield return new WaitForSeconds(0.5f); // Low frequency
    }
}
Your Pilot Command
> A skilled Navigator directs the AI to Stagger the sensors.
Next Mission
The Hive Exam