| A* Pathfinding Project Pro | A* Pathfinding Project Free | Unity Pro | SimplePath | |
|---|---|---|---|---|
| Cost | $100 | free | free or a paid subscription | $57 |
| Source Code Included | ||||
| Access to pathfinding data (nodes, mesh in navmesh graphs etc.) | raw data access not possible, api calls for some things exist | |||
| Multiple Graphs | but only one graph type | |||
| Node Penalties | per Navmesh Layer | |||
| Grid Graphs | ||||
| Graph Updates | ||||
| 2D Pathfinding | ||||
| 2D Physics API Support | for grid/point graphs | for grid/point graphs | ||
| Graph Linecast | ||||
| Textures for penalty | ||||
| Point Graphs | ||||
| Graph Updates | ||||
| Sparse Graph Optimization | ||||
| Navmesh Graphs | ||||
| Graph Updates | only existing nodes | only existing nodes | only existing nodes | |
| Navmesh Cutting | ||||
| Graph Linecast | ||||
| Recast - Automatic Navmesh Generation | ||||
| Graph Updates | ||||
| Layered Grid Graphs | ||||
| Graph Updates | ||||
| Graph Linecast | ||||
| Hexagonal Graphs | ||||
| Isometric Grid Graphs | ||||
| Extendable Path Modifiers e.g smoothing | ||||
| Path smoothing | ||||
| Funnel algorithm (string pulling) | ||||
| Precise control over which nodes can be traversed and their penalties per path calculation | ||||
| Separate Pathfinding Thread | ||||
| Any number of pathfinding threads | ||||
| Local avoidance | ||||
| Cached startup: no calculation time at start | ||||
| Graph recalculation in-game | ||||
| Manual Node links | ||||
| Advanced pre-processing to speed up pathfinding | ||||
| Pathfinding Tags/Layers | ||||
| Multiple Heuristics (manhattan, euclidean etc.) | only supports euclidean | |||
| Specialized path types | None included, but possible to write your own | |||
| Graphs can be saved to file | only in the editor, not using a script | |||
| Bounding Box Trees for navmeshes (much faster nearest node queries) |
If you find anything which is wrong on this list. Please post a comment in the support forum.