A* Pathfinding Project  3.8.6
The A* Pathfinding Project for Unity 3D
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Properties Events Macros Groups Pages
Related Pages
Here is a list of all related documentation pages:
[detail level 12]
oAccessing graph dataAll data in the graphs can be accessed
oSearching for paths
oKeyboard Shortcuts
oExtending The SystemThe system can be extended in various ways
|oWriting Graph GeneratorsAll graphs in the A* Pathfinding Project are written as add-ons to the system, this makes it (relatively) easy to add your own specialized graph types
|\Writing ModifiersModifiers are small scripts which post-process paths to for example simplify or smooth them
oFrequently Asked Questions
oFast FactsJust some random facts about the system:
oGet Started With The A* Pathfinding ProjectGet Started with the A* Pathfinding Project
oGet Started Part 2Getting Started with the A* Pathfinding Project - Part 2 - Navmeshes
oGraph TypesThere are several different graph types included in the project, and there is the availability to create your own
oDeploying for mobileThis page is about working with the A* Pathfinding Project when deploying for iPhone/Android
oWorking with JavascriptThe A* Pathfinding Project is written in C#, but it can be used from Javascript (Unityscript) by the click of a button
oLocal AvoidanceHow to use the local avoidance in the A* Pathfinding Project
|\Writing RVO CollidersIf you read the Local Avoidance tutorial, you should have been through the step where you added an RVOSimulator
oNavmesh CuttingNavmesh cutting is used for fast recast graph updates.
oOptimizationThere are various ways to increase the performance of the system
|oHeuristic OptimizationA tutorial on how to use heuristic optimization to gain significant speedups
|oPoolingObject pooling is used to decrease the load on the garbage collector
|\Compiler DirectivesIn the pro version of the A* Pathfinding Project there is a tab called "Optimization" in the A* Inspector
oSaving and Loading GraphsSaving and Loading Graphs
oWorking with tagsTagging nodes and areas is a powerful feature
oGraph Updates during Runtime
oUpgrade Guide
oUsing ModifiersModifiers are small scripts which can hook in to the Seeker and pre and or post process the path before it is returned to the caller
oTodo List
oDeprecated List
\Bug List