A* Pathfinding Project  3.8.5
The A* Pathfinding Project for Unity 3D
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Package Pathfinding

Namespaces

package  Examples
 
package  Recast
 
package  RVO
 Local avoidance related classes.
 
package  Serialization
 
package  Threading
 
package  Util
 
package  Voxels
 
package  WindowsStore
 

Classes

class  ABPath
 Basic path, finds the shortest path from A to B. More...
 
class  ABPathEndingCondition
 Ending condition which emulates the default one for the ABPath. More...
 
class  AdvancedSmooth
 Smoothing by dividing path into turns and straight segments. More...
 
class  AlternativePath
 Applies penalty to the paths it processes telling other units to avoid choosing the same path. More...
 
class  AnimationLink
 
class  AnimationLinkEditor
 
class  AstarColor
 Stores editor colors. More...
 
class  AstarData
 Stores the navigation graphs for the A* Pathfinding System. More...
 
class  AstarDebugger
 Debugger for the A* Pathfinding Project. More...
 
class  AstarEnumFlagAttribute
 
class  AstarEnumFlagDrawer
 
class  AstarMath
 Utility functions for working with numbers and strings. More...
 
class  AstarPathEditor
 
class  AstarProfiler
 
class  AstarSplines
 Contains various spline functions. More...
 
class  AstarUpdateChecker
 Handles update checking for the A* Pathfinding Project. More...
 
class  AstarUpdateWindow
 
struct  AstarWorkItem
 
class  BBTree
 Axis Aligned Bounding Box Tree. More...
 
class  BinaryHeap
 Binary heap implementation. More...
 
class  ConstantPath
 Finds all nodes within a specified distance from the start. More...
 
class  CustomGraphEditorAttribute
 Added to editors of custom graph types. More...
 
class  CustomPath
 
class  DebugUtility
 Helper for drawing debug information for the recast graph. More...
 
class  DynamicGridObstacle
 Attach this script to any obstacle with a collider to enable dynamic updates of the graphs around it. More...
 
class  EditorGUILayoutx
 Handles fading effects and also some custom GUI functions such as LayerMaskField. More...
 
class  EditorUtilities
 
class  EndingConditionDistance
 Target is found when the path is longer than a specified value. More...
 
class  EndingConditionProximity
 Ending condition which stops a fixed distance from the target point. More...
 
class  EuclideanEmbedding
 Implements heuristic optimizations. More...
 
class  FadeArea
 Editor helper for hiding and showing a group of GUI elements. More...
 
class  FleePath
 Returns a path heading away from a specified point to avoid. More...
 
class  FloodPath
 Floods the area completely for easy computation of any path to a single point. More...
 
class  FloodPathConstraint
 Restrict suitable nodes by if they have been searched by a FloodPath. More...
 
class  FloodPathTracer
 Traces a path created with the Pathfinding.FloodPath. More...
 
class  FunnelModifier
 Simplifies paths on navmesh graphs using the funnel algorithm. More...
 
class  GraphCollision
 Handles collision checking for graphs. More...
 
class  GraphEditor
 
class  GraphEditorBase
 Defined here only so non-editor classes can use the target field. More...
 
struct  GraphHitInfo
 Returned by graph ray- or linecasts containing info about the hit. More...
 
class  GraphModifier
 GraphModifier is used for modifying graphs or processing graph data based on events. More...
 
class  GraphNode
 
class  GraphUpdateObject
 Represents a collection of settings used to update nodes in a specific region of a graph. More...
 
class  GraphUpdateProcessor
 
class  GraphUpdateScene
 Helper class for easily updating graphs. More...
 
class  GraphUpdateSceneEditor
 Editor for GraphUpdateScene. More...
 
class  GraphUpdateShape
 Defines a shape for a Pathfinding.GraphUpdateObject. More...
 
class  GraphUpdateUtilities
 Contains useful functions for updating graphs. More...
 
class  GridGraph
 Generates a grid of nodes. More...
 
class  GridGraphEditor
 
class  GridNode
 
class  GridNodeBase
 Base class for GridNode and LevelGridNode. More...
 
class  GUIUtilityx
 Simple GUI utility functions. More...
 
interface  INavmesh
 
interface  INavmeshHolder
 
struct  Int2
 Two Dimensional Integer Coordinate Pair. More...
 
struct  Int3
 Holds a coordinate in integers. More...
 
struct  IntRect
 Integer Rectangle. More...
 
interface  IPathModifier
 Base for all path modifiers. More...
 
interface  IRaycastableGraph
 
interface  IUpdatableGraph
 Graphs which can be updated during runtime. More...
 
interface  IWorkItemContext
 Interface to expose a subset of the WorkItemProcessor functionality. More...
 
class  LayerGridGraph
 Grid Graph, supports layered worlds. More...
 
class  LayerGridGraphEditor
 
class  LayerGridGraphUpdate
 GraphUpdateObject with more settings for the LayerGridGraph. More...
 
class  LevelGridNode
 Describes a single node for the LayeredGridGraph. More...
 
class  LinkedLevelCell
 Internal class used by the LayerGridGraph. More...
 
class  LinkedLevelNode
 Internal class used by the LayerGridGraph. More...
 
class  LocalSpaceGraph
 Helper for LocalSpaceRichAI. More...
 
class  LocalSpaceRichAI
 RichAI for local space (pathfinding on moving graphs). More...
 
class  MeshNode
 
class  MonoModifier
 Base class for path modifiers which can be attached to GameObjects. More...
 
class  MultiTargetPath
 A path which searches from one point to a number of different targets in one search or from a number of different start points to a single target. More...
 
class  NavGraph
 Base class for all graphs. More...
 
class  NavmeshAdd
 Adds new geometry to a recast graph. More...
 
class  NavmeshClamp
 Attach to any GameObject and the object will be clamped to the navmesh. More...
 
class  NavmeshCut
 Navmesh cutting is used for fast recast graph updates. More...
 
class  NavmeshCutEditor
 
class  NavMeshGraph
 Generates graphs based on navmeshes. More...
 
class  NavMeshGraphEditor
 
class  NNConstraint
 Nearest node constraint. More...
 
struct  NNInfo
 Result of a nearest node query. More...
 
struct  NNInfoInternal
 Internal result of a nearest node query. More...
 
class  NodeLink
 Connects two nodes with a direct connection. More...
 
class  NodeLink2
 Connects two nodes via two intermediate point nodes. More...
 
class  NodeLink3
 Connects two TriangleMeshNodes (recast/navmesh graphs) as if they had shared an edge. More...
 
class  NodeLink3Node
 
class  ObjImporter
 
class  OptimizationHandler
 Helper for enabling or disabling compiler directives. More...
 
class  Path
 Base class for all path types. More...
 
class  PathEndingCondition
 Customized ending condition for a path. More...
 
class  PathHandler
 Handles thread specific path data. More...
 
class  PathModifier
 Base class for path modifiers which are not attached to GameObjects. More...
 
class  PathNNConstraint
 A special NNConstraint which can use different logic for the start node and end node in a path. More...
 
class  PathNode
 Stores temporary node data for a single pathfinding request. More...
 
class  PathPool
 Pools path objects to reduce load on the garbage collector. More...
 
class  PathPool< T >
 Pools path objects to reduce load on the garbage collector. More...
 
class  PathProcessor
 
class  PathReturnQueue
 
struct  PathThreadInfo
 Holds info about one pathfinding thread. More...
 
class  PathUtilities
 Contains useful functions for working with paths and nodes. More...
 
class  PointGraph
 Basic point graph. More...
 
class  PointGraphEditor
 
class  PointKDTree
 Represents a collection of GraphNodes. More...
 
class  PointNode
 
class  Polygon
 Utility functions for working with polygons, lines, and other vector math. More...
 
class  Profile
 
struct  Progress
 Progress info for e.g a progressbar. More...
 
class  QuadtreeGraph
 
class  QuadtreeGraphEditor
 
class  QuadtreeNode
 
class  QuadtreeNodeHolder
 
class  RadiusModifier
 Radius path modifier for offsetting paths. More...
 
class  RandomPath
 Finds a path in a random direction from the start node. More...
 
class  RaycastModifier
 Simplifies a path using raycasting. More...
 
class  RaycastModifierEditor
 
class  RecastBBTree
 Axis Aligned Bounding Box Tree. More...
 
class  RecastBBTreeBox
 
class  RecastGraph
 Automatically generates navmesh graphs based on world geometry. More...
 
class  RecastGraphEditor
 Editor for the RecastGraph. More...
 
class  RecastMeshObj
 Explicit mesh object for recast graphs. More...
 
class  RecastMeshObjEditor
 
class  RecastTileUpdate
 Updates the tile(s) it is in at start, needs RecastTileUpdateHandler. More...
 
class  RecastTileUpdateHandler
 Helper for easier fast updates to recast graphs. More...
 
class  RelevantGraphSurface
 Pruning of recast navmesh regions. More...
 
class  RichAI
 Advanced AI for navmesh based graphs. More...
 
class  RichFunnel
 
class  RichPath
 
class  RichPathPart
 
class  RichSpecial
 
class  RVONavmeshEditor
 
class  RVOSimulatorEditor
 
class  RVOSquareObstacleEditor
 
class  SeekerEditor
 
class  SimpleSmoothModifier
 Modifier which smooths the path. More...
 
class  SmoothModifierEditor
 
class  StartEndModifier
 Adjusts start and end points of a path. More...
 
class  TagMask
 Holds a tagmask. More...
 
class  TargetMover
 Moves the target in example scenes. More...
 
class  ThreadControlQueue
 Queue of paths to be processed by the system. More...
 
class  TileHandlerHelper
 Helper for navmesh cut objects. More...
 
class  TriangleMeshNode
 Node represented by a triangle. More...
 
class  UnityReferenceHelper
 Helper class to keep track of references to GameObjects. More...
 
class  VectorMath
 Various vector math utility functions. More...
 
class  WorkItemProcessor
 
class  XPath
 Extended Path. More...
 

Typedefs

using ParameterizedThreadStart = System.Threading.ParameterizedThreadStart
 
using Thread = System.Threading.Thread
 

Enumerations

enum  ColliderType { Sphere, Capsule, Ray }
 Determines collision check shape. More...
 
enum  GraphDebugMode {
  Areas, G, H, F,
  Penalty, Connections, Tags
}
 What data to draw the graph debugging with. More...
 
enum  GraphUpdateThreading {
  UnityThread = 0, SeparateThread = 1 << 0, UnityInit = 1 << 1, UnityPost = 1 << 2,
  SeparateAndUnityInit = SeparateThread | UnityInit
}
 
enum  Heuristic { Manhattan, DiagonalManhattan, Euclidean, None }
 Heuristic to use. More...
 
enum  HeuristicOptimizationMode { None, Random, RandomSpreadOut, Custom }
 
enum  NumNeighbours { Four, Eight, Six }
 Number of neighbours for a single grid node. More...
 
enum  PathCompleteState { NotCalculated = 0, Error = 1, Complete = 2, Partial = 3 }
 
enum  PathLog {
  None, Normal, Heavy, InGame,
  OnlyErrors
}
 How path results are logged by the system. More...
 
enum  PathState {
  Created = 0, PathQueue = 1, Processing = 2, ReturnQueue = 3,
  Returned = 4
}
 
enum  RayDirection { Up, Down, Both }
 Determines collision check ray direction. More...
 
enum  ThreadCount {
  AutomaticLowLoad = -1, AutomaticHighLoad = -2, None = 0, One = 1,
  Two, Three, Four, Five,
  Six, Seven, Eight
}
 

Functions

delegate void GraphNodeDelegate (GraphNode node)
 
delegate bool GraphNodeDelegateCancelable (GraphNode node)
 
delegate void OnGraphDelegate (NavGraph graph)
 
delegate void OnPathDelegate (Path p)
 
delegate void OnScanDelegate (AstarPath script)
 
delegate void OnScanStatus (Progress progress)
 

Typedef Documentation

typedef System Threading Thread Thread

Enumeration Type Documentation

Determines collision check shape.

Enumerator:
Sphere 

Uses a Sphere, Physics.CheckSphere.

Capsule 

Uses a Capsule, Physics.CheckCapsule.

Ray 

Uses a Ray, Physics.Linecast.

What data to draw the graph debugging with.

Enumerator:
Areas 
G 
H 
F 
Penalty 
Connections 
Tags 
Enumerator:
UnityThread 

Call UpdateArea in the unity thread.

This is the default value. Not compatible with SeparateThread.

SeparateThread 

Call UpdateArea in a separate thread.

Not compatible with UnityThread.

UnityInit 

Calls UpdateAreaInit in the Unity thread before everything else.

UnityPost 

Calls UpdateAreaPost in the Unity thread after everything else.

This is used together with SeparateThread to apply the result of the multithreaded calculations to the graph without modifying it at the same time as some other script might be using it (e.g calling GetNearest).

SeparateAndUnityInit 
enum Heuristic

Heuristic to use.

Heuristic is the estimated cost from the current node to the target

Enumerator:
Manhattan 
DiagonalManhattan 
Euclidean 
None 
Enumerator:
None 
Random 
RandomSpreadOut 
Custom 

Number of neighbours for a single grid node.

Since
The 'Six' item was added in 3.6.1
Enumerator:
Four 
Eight 
Six 
Enumerator:
NotCalculated 
Error 
Complete 
Partial 
enum PathLog

How path results are logged by the system.

Enumerator:
None 

Does not log anything.

Normal 

Logs basic info about the paths.

Heavy 

Includes additional info.

InGame 

Same as heavy, but displays the info in-game using GUI.

OnlyErrors 

Same as normal, but logs only paths which returned an error.

enum PathState
Enumerator:
Created 
PathQueue 
Processing 
ReturnQueue 
Returned 

Determines collision check ray direction.

Enumerator:
Up 

Casts the ray from the bottom upwards.

Down 

Casts the ray from the top downwards.

Both 

Casts two rays in both directions.

Enumerator:
AutomaticLowLoad 
AutomaticHighLoad 
None 
One 
Two 
Three 
Four 
Five 
Six 
Seven 
Eight 

Function Documentation

delegate void Pathfinding.GraphNodeDelegate ( GraphNode  node)
delegate bool Pathfinding.GraphNodeDelegateCancelable ( GraphNode  node)
delegate void Pathfinding.OnGraphDelegate ( NavGraph  graph)
delegate void Pathfinding.OnPathDelegate ( Path  p)
Examples:
WaypointPath.cs.
delegate void Pathfinding.OnScanDelegate ( AstarPath  script)
delegate void Pathfinding.OnScanStatus ( Progress  progress)