setup:
create a new map. 120x120. fill x:0..119, y:0..59 with unpassable tile. set start party position to around x67y67. create an event about x72y72, add a graphic, ensure it is set to same level as player. add some placeholder, like give gold 10, erase event.
control:
using a mouse, single-click lmb on a passable tile on the far right of the screen. map scroll and character movement is smooth.
steps to reproduce:
from fresh boot, click on the unpassable tile on the far right of screen that is touching the passable tile. each time the sprite's animation completes and it is centred on the tile, for a split second, the game stops moving. common events, the player character, screen scroll. this occurs for each tile walked until one reaches tile.
from fresh boot, single click the unpassable common event pickup. again, while clicking on the passable tile adjacent to the common event will yield smooth player movement/screen scroll, clicking directly on the common event yields the same problem. upon arrival at each tile, the game stops for a noticeable split-second.
theory:
on mouse click, we are immediately calculating the route, flagging it as 'unreachable,' and executing one movement of an alternative route that gets the player as close to the xy request of the player as we can calculate. we then, quite intelligently, don't just assume that it will remain unreachable. after all, what if the route is simply blocked by a high-frequency movement, same level as character event? so, on arrival at new tile, if unreachable, recalculate.
the issue is, our pathfinding takes a noticeable split-second to process. i have absolutely no clue if anyone on these forums actually is under the employ of/in contact with the american wing/distributor for rpg maker mv, much less if those surely lovely individuals then have a line of communication through their contact at kadokawa to their internal qa department to file bugs(if they have a jira/bugzilla/whatevs), but this bug is a huge pain point during long play sessions where maps are scrolling more often than not. this is especially a problem with click and drag/high apm gameplay preferences(a hugely marketable selling point for me as a developer).
as i typed this, i also should note, i have the game window resolution set to 1280x720 via a plugin. it's possible that QA just didnt go out of their way to test a plugin that didnt exist before launch, and thus optimized pathfinding to be perfetly optimized for the farthest tile from the centre of the screen of the default resolution.