My name is Aron Granberg and I live in Stockholm, Sweden.

I create my own games as a hobby on my spare time, but so far, I haven’t completed any of my own ones. I do contracting work from time to time as well, mostly in the Unity 3D Game Engine. I currently work on the game Folk Tale (on steam early access).

My primary project (aside from Folk Tale) is currently the A* Pathfinding Project, which is, as the name implies a pathfinding system. It is still under very active development and is one of the most popular pathfinding solutions for Unity 3D (at least going by the Unity Asset Store ratings and popularity).


  1. TH says:

    Hey Aron,

    Is there any way for non-professional/hobby game developers to be able to play around with the pro features before purchasing the plugin? Chances are slim I will ever complete my project, let alone make money from it, but I would love to play around with the cool features that come with the pro version.


  2. Richard "Levelord" Gray says:

    Hey, Aron! This is the Levelord (of Duke Nukem, etc renown) Your A* package is awesome! I played with the free version all day and tonight I bought the full version. I’ve been retired since 2008, but now a flood of wanna-be game prototypes (BlitzMax) have respawned in my head and I want to flesh them out (Unity). If I can add to your user wish list requests, your blog about cooperative path finding was tantalizing!

  3. Xu Jia Quan says:

    我的场景里的物体是动态变化和动态改变的 但是这插件每次变化后寻路就会不正常 ,例如我场景里开始有一些房子 然后删除 然后又添加了另一些房子 这些场景里动态改变后,寻路就不正常了 。我用的是AIPath ,求指导下.
    My objects in the scene is dynamic change and dynamic change But this plug-in pathfinding would not normal after each change, for example, I began to have some house scene Then delete Then add the other house After the dynamic change in these scenarios, pathfinding is not normal.I use is AIPath, under the guidance of

  4. Hi Aron,

    We are developing a training simulator for which we need to use pathfinding AI. We also need expert consultancy & development support (contract work) for the same. Request you to please contact me on my email to discuss this further.



  5. Nikolay Panamski says:

    Hi Aron, I bought the a* pathfinding but I lost the email with the invoice no/serial and I can’t download the PRO version. Could you please resend me the email with the information. (I purchased it with the email that I entered in this reply)

  6. Muhammad Syahroyni says:

    Hai Aron.
    My name is Muhammad Syahroyni. I’m a Student of Informatics from Indonesia.
    I have a bachelor thesis about pathfinding in car racing game. I use A-Star for the pathfinding method and Unity for the game engine.
    But I have a problem in the grid generator. The grid can’t follow the obstacle shape like your A-Star project. I already download your free version project to learn how you make that grid. But I stil confused how you do it. I already try physics raycast but the node is too many and it make my project so slow to run the project.

    Could you teach me how you make the grid, please ?

  7. Syed Bilal Shah says:

    hi Aron!
    I want to know that whether a A-Satr work on a charachter having animations controlled with the help of mecanim animator.

  8. Marcin says:

    Hi Aron,

    I’m playing around with the free version of your A* solution. Really impressive. I’m planning to but the Pro version, but I ran against a few problems with the software. I’m sure it’s just because I’m not experienced with it. Will I get support if I buy the Pro version?


  9. Jay Baraniecki says:

    Can you contact me via email to discuss some contract work. I have a concept that I need proven out that you may be uniquely qualified to solve.

  10. Alexander says:

    Hey, just wondering if A* Pathfinding is working at least 90% bugfree on Unity 5.
    Don’t exactly want to purchase a bugged asset.

    Thanks in advance 🙂

  11. Ng Justin says:

    Hey, Aron, I see that the A* Pathfinding Project is on sale and I want to buy it but I see that, at the moment, only grid and point based path finding is supported for 2d. I don’t mind it at all but I would like to know if integrating A* with Tiled2Unity will be relatively painless. How are untraversable grids specified in the A* Pathfinding Project?

    • Aron Granberg says:


      I have not used Tiled2Unity myself, so I cannot say for sure.
      But it looks like it supports colliders and that should be what you need (simply specify that a particular layer should be treated as obstacles).
      Or if you are using a point graph you can (hopefully) edit the prefabs that it generates and add a point node above each square (that’s for a platformer, I am not sure what kind of 2D game you are making).

      Making a top down 2D game is currently a lot easier than a platformer. I am working on improving the 2D platformer support in the future.

  12. Xezbeth says:

    Hi Aron,

    Loving your pathfinding asset.

    I have a question. What it the best way to have a character fall off surface onto another surface below? I’m using navMeshes at the moment, but can’t figure out how to tell a character/AI that they can safely fall to the surface below (if there is one).

    What’s the best way of doing this? When I attempt to use a NodeLink, the path ends up going through the geometry and eventually giving a null


  13. zhuqiwen says:

    Using plug-in AstarPathfindingProject, when some seekers are trying to find ways simultaneously and each of them is a barrier to each other, so how to do to meet this requirement?

    • Aron Granberg says:


      In simple situations it can be solved using local avoidance (pro version).
      But trickier situations requires cooperative pathfinding, an algorithm which is not implemented in the project at the moment. And even that would have quite a lot of restrictions.

  14. axyz says:

    hi, I’m creating a mesh dynamically at runtime and I know that with unity I can’t create a navmesh dynamically. I understand that with the pro version of A * I could do it. Can you please confirm me this before buying your Asset? What I need to know is if with A * I can use any mesh created in runtime as source to bake a navmesh also at runtime (by code).

  15. Phuong says:

    Hi Aron,
    I’m a student from Korea. I’m a beginner in Unity. I want to draw a vector (not a line) by using your paintUnity.
    May you send me a Example project about this, please!
    Thank you very much!

  16. arlinon says:

    Hello Aron,

    As a student I just wanted to ask how much time this project took, especially when you coded all this yourself.


  17. Hi

    I have been using the free version of A* and its proberbly one of the most useful kits to date.

    I am now currently developing a new MMO and would love to use your pro kit for this.

    I currently have low funds but would consider a work exchange. In particular I am a good 3d artist so maybe this is some thing that would interest you. I have a lot of information on this project that I am unwilling to share publically, but if you was to email me that would be great.

  18. Penny de Byl says:

    Hi Aron,
    I’m writing a book on Mobile Game Dev in Unity. I’ve written a tutorial in it on using your Astar path finder. Would you mind if I distribute the free version of your package with my project files?

    • Aron Granberg says:


      Sure, you can distribute the free version with it, just as long as you link to this page.
      Would it be possible to feature this book as a resource for learning about the A* Pathfinding Project?

      Also, the current beta version has some changes to the API, it could be good to use that API to avoid the book or project files becoming obsolete too quickly. Do you have access to the beta version?

  19. Alex says:


    This is my review on the asset store, it explains the problem that makes this asset completely useless until fixed:

    In unity 4.1.2f1(latest) it does not work, it completely disabled my project so I had to remove it.

    TypeLoadException: Could not load type ‘Pathfinding.Serialization.AstarSerializer’ from assembly ‘Assembly-CSharp, Version=, Culture=neutral, PublicKeyToken=null’.

    ReflectionTypeLoadException: The classes in the module cannot be loaded.
    System.Reflection.Assembly.GetTypes () (at /Applications/buildAgent/work/84669f285f6a667f/mcs/class/corlib/System.Reflection/Assembly.cs:371)
    Pathfinding.AstarData.FindGraphTypes () (at Assets/AstarPathfindingProject/Core/AstarData.cs:553)
    AstarPath.Initialize () (at Assets/AstarPathfindingProject/Core/AstarPath.cs:1211)
    AstarPath.Awake () (at Assets/AstarPathfindingProject/Core/AstarPath.cs:1075)

    I apologize for the SPAM, I tried fixing the problem but I just dont understand it and this is an emergency for me. I also left a review on the asset store which I will change i just need you to see this message from all angles 🙂

    Thank you

    • Brent says:

      Yeah, using the latest version, I’m getting an error in Editor/GraphEditors/GridGeneratorEditor.cs(429) that ‘Tool’ does not contain a definition for ‘Scale’, or Move and Rotate. Gotta remove from the project since I have no idea why that’s happening or how to fix it.

  20. Warren Genik says:

    Hi, I purchased the A* Pro version as I was very satisfied with the Pathfinding and wanted to upgrade to LocalAvoidance. However I’m having trouble and wonder where I can get support… it seems that the forums are down? The old forums are locked and the link for the new forum (/vanilla) seems to 404 for me.



    • Aron Granberg says:


      The forums are at /vanillaforums. Could you tell me where you found the link to /vanilla so I can update it to the correct one?

  21. Adam says:

    Hey there.

    I followed your “Getting started” doc but i have one little problem, The seeker has no physics and when i add a rigidbody its just falling through the ground. Any idea?

    BTW Great asset!

  22. Dan Huffman says:

    Hello Aron,

    I am interested in using your TowerOfBricks JsonFX for Unity3d. I downloaded the files but I have no idea how to use it in Unity. Do I have to compile or build it? Do I just drop a file into a Unity project?

    Kindest regards,
    Dan Huffman

  23. Anthony Faulds says:

    I am a Unity developer and have enjoyed using your tool a lot. I have some suggested updates that I thought would be good to roll into your package. For one client, I made a hex grid with your system. I know your system was built to be extensible, and I think you did a good job. I have not put the bells and whistles on it, but I think other than the generic grid, this is a must have for your pathfinding system. Let me know if I could help you advance or add features to your tool.

    • Aron Granberg says:


      Thanks, that would be really awesome! If you want to mess around with the source for it, I could give you GIT access.

  24. Pete says:

    In fact this version causes errors all over the place – I’m now getting PathFinder already contains a definition for AstarSerializer and a few others.
    What’s the deal with this?

  25. Pete says:

    Hi, I have updated to latest and like Arik I am getting this compiler error because the RVO library does not exist.
    Where is this library? I presume it’s a DLL.
    This is stopping me from actually running my game so I’d say it was pretty urgent.


    • Aron Granberg says:


      I think this was caused by a script being included in the Asset Store version which should not have been included there.
      I have uploaded a new version today to the asset store (3.2.5) hopefully it will not have the same problem.
      In the meantime you can download the latest version from this site (before upgrading, delete the AstarPathfindingProject folder to avoid keeping old scripts).

  26. Arik says:

    i bought today 2/25/2013. the PathFinding pack but cannot compile it.
    i got
    Assets/Plugins/rvolib/extras/CubeObstacle.cs(30,22): error CS0246: The type or namespace name `RVO’ could not be found. Are you missing a using directive or an assembly reference?

    what should i do(tried to redownloading..) – i am using unity pro 4.0.1f2


    • Aron Granberg says:


      I think this was caused by a script being included in the Asset Store version which should not have been included there. You can delete the rvolib/extras/CubeObstacle.cs script.
      I have uploaded a new version today to the asset store (3.2.5) hopefully it will not have the same problem.
      In the meantime you can download the latest version from this site (before upgrading, delete the AstarPathfindingProject folder to avoid keeping old scripts).

  27. Jannik Svensson says:

    I bought the a* pathfinding some time ago and i think i have lost the mail with the transaction ID
    and i appreciate if you can send it to my email

    Best Regards

  28. Shayne says:

    Hi Aron,

    Can you tell us when to expect the 3.2 or latest update? I don’t seem to have access to the latest dev download on the download page…I’d really like to get the update that replaces the local avoidance lists with arrays.



  29. Rex Draco says:

    Hello, Aron.

    I am trying to make a game with a series of smaller games inside of it as one of my first projects I wish to sell commercially (eventually… hopefully). I am new at making games and trying to teach myself and in the process I used google to find how to make a Paint like program on Unity and found yours “Unity Paint”. I looked at its coding and my God, so overwhelming! I was hoping I could just use the entire project itself and maybe do adjustments here and there. I am trying to make something where you draw pictures with friends and maybe a game like “Draw my Thing” where you draw pictures based on the word you got and others guess it (I IMAGINE that would be easy to do). It says we can do whatever we want with the project but I just want to make sure that includes commercially. (Getting sued on your first game probably isn’t fun so I am naturally paranoid)

    Thanks for your time!

  30. John Antonio says:

    Hi Aron –

    I’m doing a graduate thesis project to implement a path-finding algorithm, and compare this algorithm’s performance with A* in Unity. I came across your path-finding package during my research for an AI engine within which to do my work. Does purchase of the pro version of the package come with the full source code? If I wanted to change the graph search algorithm or extend the algorithm, would I be able to do that with the pro version?



  31. Benjamin Bennett says:

    Hi, I’m trying to figure out how to find the total length of a path from the Seeker to the Target. Is there a simple way to do this in your code or what would you recommend?

    • Aron Granberg says:

      When you get the path through the callback, do this:
      public void MyPathCompleteFunction (Path p) {
      float totLength = 0;
      if (!p.error)
      for (int i=0;i<p.vectorPath.Length-1;i++) totLength += Vector3.Distance(p.vectorPath[i],p.vectorPath[i+1]);

      Simply looping through the path and counting the distance. It is not used internally, so it is not calculated.

  32. Yeontack Jeong says:

    I have purchased “A* Pathfinding Project 3.0” at the Asset Store,
    and have imported it into Unity3d Version 3.5.2f2 project.

    I have tried to build my Unity3d project, but many compiler errors are occurred from your source code.
    For example, your C# Method Overriding code makes error in Unity3d 3.5.2f2.

    Did you tested “A* Pathfinding Project 3.0” with Unity3d Version 3.5.2f2?
    I have paid $100 to buy your product, so I want to get source code that completely fixed the errors.

  33. Ian Fisch says:

    Ok you really really really need to be clearer in your documentation. I spent 4 hours trying to figure out why UpdateGraphs(bounds) wasn’t working until I realized that the object that calls it must be within the graph’s collision layer. Goddamn.

  34. Tobias Mayr says:

    I don’t know if this is the right place, but I have a question about the creation of navmeshes.
    We are creating an RPG and I’m adding AI now, and I am looking for a pathfinding framework that is able to automatically create grids/navmeshes and (yet more important) to update these at runtime. Thus I am trying out your framework now, and it worked very well so far, but since the Recast graphs are not available in the free version I have now two questions before we are going to buy the pro version 🙂

    1) If I have a terrain and a bridge, will the Recast graph cover both the terrain under the bridge and the top of the bridge itself? I tried this out with the grid graph, but obviously it didn’t work 😉

    2) Is the Recast graph suitable for updates at runtime? In our maps there will sometimes be changes such as an object blocking an entry, a broken bridge…

    Kind regards,

    Tobias Mayr

  35. I bought my self your a star path finding project as an present 🙂 I hope would not be disapointed
    like the documentation a lot! But I feel like an idiot after the release of Unity Public Beta with integrated pathfinding :-/ grrr. will seee. Nice hollydays anyway!

  36. Achim says:

    Hallo Aron,

    my name is Achim. I’m a student of Computer Science from Germany. I use your free version from the A* Pathfing Project for my diploma project. It’s about indoor navigation. Could you tell me something about your apprenticeship, please? I would write something about it in my diploma thesis.

    Best regards,

    • Aron Granberg says:

      Hi Achim

      My apprenticeship… I would be glad to assist, but could you perhaps tell me a bit more specifically what you want me to tell you about (you can email me if you want on aron [dot] g [at] me [dot] com).

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