Lightning fast pathfinding for Unity3D. Whether you write a TD, RTS, FPS or RPG game, this package is for you. With heavily optimized algorithms and a large feature set but yet simple to use, you will be able to make those bots a bit smarter in no time.
Uses the ALINE package to render high quality anti-aliased gizmos for components and for visualizing the graphs in the scene view.
Navmesh cutting is used on Recast graphs (automatically generated navmeshes) to provide fast graph updates with high precision even in very large worlds.
Watch a video to see what it's all about!
Fantastic without a doubt
In every game where I needed pathfinding, this has been my number one option, and it has proven to be a very good choice. You might have some issues with 2d content, however, you can easily solve those and Aron is working on the proper 2d version as well. The support is great as well. Couldn't recommend this more.DTek
Good Good Good
Far better than Unity's pathfinding system. Some learning curve to master it all, but worth it!!!Razakarison
Cubemen is an action packed, original 3D Tower Defense game that mixes TD and RTS in the most exciting way possible!
And it uses the A* Pathfinding Project!
It was a finalist in the 2012 Unity Awards. Cubemen 2 has now been released as well, it is also using the A* Pathfinding Project!
Folk Tale will be a sandbox fantasy city builder strategy game in which you lead a ragtag band of peasants in growing a small settlement into a thriving market town, while the dastardly Slavemaster Urzal and his minions plot your downfall. Sound the rallying call and head out into the wilds with parties of heroes and fight back the tide of evil in a game of endless possibilities. Folk Tale for PC, Mac and Linux is developed by indie collaboration studio Games Foundry.Check it out
Darkwood - a new perspective on survival horror. Scavenge and explore a rich, ever-changing free-roam world by day, then hunker down in your hideout and pray for the morning light.
The A* Pathfinding Project has been a great tool to use in our project, thanks to how easy it is to get it up and running (I had very little programming knowledge when I started work on Darkwood), the multitude of options and complexity under the hood. A ton of features were available out of the box and fit Darkwood perfectly, with very good settings to optimize the pathfinding for our needs to get that extra inch of performance or shave off a few bytes of memory. We easily extended it to cover the needs for the logic for our lighting system, so that the AI can account for areas that are lit. The support we received during development was also very fast and precise.