yeah its because the movement doesn't try to find the fastest time it's just checking the distance between you and where you wanna go and try to go without being block by something so it never check the time value for each biome and i'm aware of it but thanks for the feedback
Yes, that's what I thought. I've slightly modified the script so that the character follows the shortest path using an A* algorithm. The problem is that the game wasn't originally designed with this feature in mind, so a few issues have come up. For example, the generated paths include diagonal movements, but the character can only move in orthogonal directions. As a result, to move from point A to point B, the character sometimes has to step off the intended path.