Hi, I would like to do high-performance pathfinding using Unity's navmesh system. However, the current built-in functionality for pathfinding - either by using NavMeshAgent or the asynchronous NavMeshQuery - creates garbage and causes regular GC events (and thus latency spikes) at around 100 agents. Incremental GC isn't really a solution, and in my tests it was hardly helpful. I still get latency spikes that reduce my framerate from 200-300 to less than 90 every 5-10 seconds. With pathfinding turned off, I don't get any GC events because the rest of my code uses structs and the Job system. This is really a shame because: 1. Pathfinding is a core feature of most games. 2. Nowadays it's totally possible to build an otherwise garbage-free game using structs and the Job system. 3. GC events are extremely detrimental for VR applications where steady framerate is absolutely critical. 4. Most of the advice on the internet currently is "use Incremental GC" but this is a marginal improvement at best. I'm creating this thread to voice my opinion and get feedback from the Unity team. I really hope this is on your backlog.