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.
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!
Really High-quality asset that doesn't fall apart as others
Hey Aron, I want to thank you for this asset pack, I think not many people truly understand how much work you've put into this. I've also written a VXGI in my custom engine a year ago, so I can somewhat relate to your efforts. The whole system is incomparably better than default Unity's navMesh, and I can see Unity proposing to buy your asset in near future (if that's what you want). I really wish you can polish Recast to get rid of minor surface-generation errors, described here, on your forum: [...] Also, I was really relieved that you are providing a way for characters to "flee" from a certain coordinate, getting the navAgent as far as possible. I've been strugging with for so long ...why haven't I purchased your asset earlier? :') And of course your tutorials are amazing. Please polish the Recast, otherwise thank you once again! ps: love your coding styleIgorAherne
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If you are looking for a fast and robust pathfinding solution, then this is the one to get. Comes with a lot of examples and tweaking possibilities (i really like that part).Havoc
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