# 04 Analyze Tools

7 tools to test, validate, and debug the network.

| Tool              | What it does                                                                                    |
| ----------------- | ----------------------------------------------------------------------------------------------- |
| **Pathfind**      | Click two nodes → highlights the A\* shortest route in yellow with cost info.                   |
| **Free Pathfind** | Click two world points → previews route with NavMesh entry/exit.                                |
| **Validator**     | Run automated checks (orphans, duplicates, dead ends, disconnected islands). Optional auto-fix. |
| **Heatmap**       | Color the level by distance to the network. Green = covered, red = gap.                         |
| **Flow**          | Simulate N agents moving randomly. Reveals bottlenecks (red paths).                             |
| **Inspect**       | Hover for stats. Click a node with Isolate mode on to dim everything beyond N hops.             |
| **Debug Vis**     | Master toggle + distance slider for OWP debug drawing on every actor.                           |

## Recommended audit before shipping

1. **Validator** — fix orphans and duplicates.
2. **Heatmap** — make sure no playable area is bright red.
3. **Color By Network** — confirm there's only one main island (or the islands you intended).
4. **Pathfind** — pick a few random pairs and confirm routes look sane.
5. **Flow** — check no critical path is the bottleneck for everyone.

## Pathfind vs. Free Pathfind

* **Pathfind** = node-to-node, shows pure A\*.
* **Free Pathfind** = anywhere-to-anywhere, simulates what a vehicle does when joining a road from a random spot.

## Debug Vis tips

If your network is big and the viewport feels cluttered:

* Toggle **Draw debug** off → instantly hides all visuals.
* Lower **Distance** to \~3000 → only nearby actors draw.
* Re-enable when you need to author.


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