Tier 4
Series 304
304F: The Sensory Pulse
"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.
* **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.