 ArrayPool< T > | Lightweight Array Pool |
 AstarColor | Stores editor colors |
 AstarData | Stores the navigation graphs for the A* Pathfinding System |
 AstarMath | Utility functions for working with numbers and strings |
 AstarProfiler | |
 AstarSerializer | Handles low level serialization and deserialization of graph settings and data |
 AstarSplines | Contains various spline functions |
 AstarUpdateChecker | Handles update checking for the A* Pathfinding Project |
 AstarPath.AstarWorkItem | |
 Attribute | |
  CustomGraphEditorAttribute | Added to editors of custom graph types |
  JsonMemberAttribute | |
  JsonOptInAttribute | |
 BBTree | Axis Aligned Bounding Box Tree |
 BBTree.BBTreeBox | |
 BinaryHeapM | Binary heap implementation |
 RecastGraph.CapsuleCache | |
 Checksum | Calculates checksums of byte arrays |
 CompactVoxelCell | CompactVoxelCell used for recast graphs |
 CompactVoxelSpan | CompactVoxelSpan used for recast graphs |
 OptimizationHandler.DefineDefinition | |
 Editor | |
  AstarPathEditor | |
  GraphUpdateSceneEditor | Editor for GraphUpdateScene |
  AnimationLinkEditor | |
  NavmeshCutEditor | |
  RaycastModifierEditor | |
  SmoothModifierEditor | |
  RecastMeshObjEditor | |
  RVONavmeshEditor | |
  RVOSquareObstacleEditor | |
 Editor | |
  RVOSimulatorEditor | |
  SeekerEditor | |
 EditorGUILayoutx | Handles fading effects and also some custom GUI functions such as LayerMaskField |
 EditorWindow | |
  AstarUpdateWindow | |
 EuclideanEmbedding | Implements heuristic optimizations |
 Exception | |
  ThreadControlQueue.QueueTerminationException | |
 ExtraMesh | Represents a custom mesh |
 EditorGUILayoutx.FadeArea | |
 PointGraph.GetNearestHelper | |
 RecastGraphEditor.GizmoTile | Holds a surface and an outline visualization for a navmesh tile |
 GraphCollision | Handles collision checking for graphs |
 GraphEditorBase | Defined here only so non-editor classes can use the target field |
  GraphEditor | |
   GridGraphEditor | |
    LayerGridGraphEditor | |
   NavMeshGraphEditor | |
   PointGraphEditor | |
   QuadtreeGraphEditor | |
   RecastGraphEditor | Editor for the RecastGraph |
   PolarGeneratorEditor | |
 GraphHitInfo | Returned by graph ray- or linecasts containing info about the hit |
 GraphMeta | Metadata for all graphs included in serialization |
 GraphNode | |
  GridNodeBase | Base class for GridNode and LevelGridNode |
   GridNode | |
   LevelGridNode | Describes a single node for the LayeredGridGraph |
  MeshNode | |
   TriangleMeshNode | Node represented by a triangle |
  PointNode | |
   NodeLink3Node | |
  QuadtreeNode | |
 AstarDebugger.GraphPoint | |
 GraphSerializationContext | Holds information passed to custom graph serializers |
 GraphUpdateObject | Represents a collection of settings used to update nodes in a specific region of a graph |
  LayerGridGraphUpdate | GraphUpdateObject with more settings for the LayerGridGraph |
 GraphUpdateShape | Defines a shape for a Pathfinding.GraphUpdateObject |
 GraphUpdateUtilities | Contains useful functions for updating graphs |
 Guid | Simple implementation of a GUID |
 GUIUtilityx | Simple GUI utility functions |
 AstarPath.GUOSingle | Holds a single update that needs to be performed on a graph |
 IAgent | Exposes properties of an Agent class |
  Agent | |
 IAstarPooledObject | |
  RichPathPart | |
   RichFunnel | |
   RichSpecial | |
 IComparable< Turn > | |
  AdvancedSmooth.Turn | Represents a turn in a path |
 IEquatable< Int2 > | |
  Int2 | Two Dimensional Integer Coordinate Pair |
 IEquatable< Int3 > | |
  Int3 | Holds a coordinate in integers |
 INavmesh | |
  NavMeshGraph | Generates graphs based on navmeshes |
  RecastGraph | Automatically generates navmesh graphs based on world geometry |
  RecastGraph.NavmeshTile | |
 INavmeshHolder | |
  NavMeshGraph | Generates graphs based on navmeshes |
  RecastGraph | Automatically generates navmesh graphs based on world geometry |
  RecastGraph.NavmeshTile | |
 IntRect | Integer Rectangle |
 IPathModifier | Base for all path modifiers |
  MonoModifier | Base class for path modifiers which can be attached to GameObjects |
   AdvancedSmooth | Smoothing by dividing path into turns and straight segments |
   AlternativePath | Applies penalty to the paths it processes telling other units to avoid choosing the same path |
   FunnelModifier | Simplifies paths on navmesh graphs using the funnel algorithm |
   RaycastModifier | Simplifies a path using raycasting |
   SimpleSmoothModifier | Modifier which smooths the path |
   RadiusModifier | Radius path modifier for offsetting paths |
  PathModifier | Base class for path modifiers which are not attached to GameObjects |
   StartEndModifier | Adjusts start and end points of a path |
 IRaycastableGraph | |
  GridGraph | Generates a grid of nodes |
   LayerGridGraph | Grid Graph, supports layered worlds |
  NavMeshGraph | Generates graphs based on navmeshes |
  RecastGraph | Automatically generates navmesh graphs based on world geometry |
 ISerializationCallbackReceiver | |
  Seeker | Handles path calls for a single unit |
 IUpdatableGraph | Graphs which can be updated during runtime |
  GridGraph | Generates a grid of nodes |
  LayerGridGraph | Grid Graph, supports layered worlds |
  NavMeshGraph | Generates graphs based on navmeshes |
  PointGraph | Basic point graph |
  RecastGraph | Automatically generates navmesh graphs based on world geometry |
 Line | ORCA Line |
 AnimationLink.LinkClip | |
 LinkedLevelCell | Internal class used by the LayerGridGraph |
 LinkedLevelNode | Internal class used by the LayerGridGraph |
 LinkedVoxelSpan | |
 ListPool< T > | Lightweight List Pool |
 LockFreeStack | Implements a lock free multiple producer - single consumer stack for the Path object |
 Memory | |
 ObjImporter.meshStruct | |
 MonoBehaviour | |
  AIFollow | Example AI |
  AILerp | Linearly interpolating movement script |
  AIPath | AI for following paths |
   MineBotAI | AI controller specifically made for the spider robot |
  AstarDebugger | Debugger for the A* Pathfinding Project |
  AstarPath | Core Component for the A* Pathfinding System |
  AstarSmoothFollow2 | Smooth Camera Following |
  BezierMover | |
  DoorController | |
  DynamicGridObstacle | Attach this script to any obstacle with a collider to enable dynamic updates of the graphs around it |
  GroupController | RVO Example Scene Unit Controller |
  LightweightRVO | Lightweight RVO Circle Example |
  LocalSpaceGraph | Helper for LocalSpaceRichAI |
  ObjectPlacer | Small sample script for placing obstacles |
  DebugUtility | Helper for drawing debug information for the recast graph |
  GraphModifier | GraphModifier is used for modifying graphs or processing graph data based on events |
   GraphUpdateScene | Helper class for easily updating graphs |
   NodeLink | Connects two nodes with a direct connection |
   NodeLink2 | Connects two nodes via two intermediate point nodes |
    AnimationLink | |
   NodeLink3 | Connects two TriangleMeshNodes (recast/navmesh graphs) as if they had shared an edge |
   RVONavmesh | Adds a navmesh as RVO obstacles |
  MonoModifier | Base class for path modifiers which can be attached to GameObjects |
  NavmeshAdd | Adds new geometry to a recast graph |
  NavmeshClamp | Attach to any GameObject and the object will be clamped to the navmesh |
  NavmeshCut | Navmesh cutting is used for fast recast graph updates |
  RecastMeshObj | Explicit mesh object for recast graphs |
  RelevantGraphSurface | Pruning of recast navmesh regions |
  RichAI | Advanced AI for navmesh based graphs |
   LocalSpaceRichAI | RichAI for local space (pathfinding on moving graphs) |
  RVOController | RVO Character Controller |
  RVOObstacle | Base class for simple RVO colliders |
   RVOSquareObstacle | Square Obstacle for RVO Simulation |
  RVOSimulator | Unity front end for an RVO simulator |
  TargetMover | Moves the target in example scenes |
  TileHandlerHelper | Helper for navmesh cut objects |
  UnityReferenceHelper | Helper class to keep track of references to GameObjects |
  PathTypesDemo | Demos different path types |
  ProceduralGridMover | Moves a grid graph to follow a target |
  ProceduralWorld | |
  RecastTileUpdate | Updates the tile(s) it is in at start, needs RecastTileUpdateHandler |
  RecastTileUpdateHandler | Helper for easier fast updates to recast graphs |
  RVOAgentPlacer | Places ROV agents in circles |
  RVOExampleAgent | |
  Seeker | Handles path calls for a single unit |
 NavGraph | Base class for all graphs |
  GridGraph | Generates a grid of nodes |
  NavMeshGraph | Generates graphs based on navmeshes |
  PointGraph | Basic point graph |
  QuadtreeGraph | |
  RecastGraph | Automatically generates navmesh graphs based on world geometry |
 NNConstraint | Nearest node constraint |
  FloodPathConstraint | Restrict suitable nodes by if they have been searched by a FloodPath |
  PathNNConstraint | A special NNConstraint which can use different logic for the start node and end node in a path |
 NNInfo | |
 RVOQuadtree.Node | |
 ObjectPool< T > | Lightweight object Pool |
 ObjImporter | |
 ObstacleVertex | One vertex in an obstacle |
 OptimizationHandler | Helper for enabling or disabling compiler directives |
 Path | Base class for all path types |
  ABPath | Basic path, finds the shortest path from A to B |
   CustomPath | |
   FloodPathTracer | Traces a path created with the Pathfinding.FloodPath |
   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 |
   RandomPath | Finds a path in a random direction from the start node |
    FleePath | Returns a path heading away from a specified point to avoid |
   XPath | Extended Path |
  ConstantPath | Finds all nodes within a specified distance from the start |
  FloodPath | Floods the area completely for easy computation of any path to a single point |
 PathEndingCondition | Customized ending condition for a path |
  ABPathEndingCondition | Ending condition which emulates the default one for the ABPath |
   EndingConditionProximity | Ending condition which stops a fixed distance from the target point |
  EndingConditionDistance | Target is found when the path is longer than a specified value |
 PathHandler | Handles thread specific path data |
 PathNode | Stores temporary node data for a single pathfinding request |
 PathPool | Pools path objects to reduce load on the garbage collector |
 PathPool< T > | Pools path objects to reduce load on the garbage collector |
 PathThreadInfo | Holds info about one pathfinding thread |
 AstarDebugger.PathTypeDebug | |
 PathUtilities | Contains useful functions for working with paths and nodes |
 Polygon | Utility functions for working with polygons, lines, and other vector math |
 ProceduralWorld.ProceduralPrefab | |
 ProceduralWorld.ProceduralTile | |
 Profile | |
 AstarProfiler.ProfilePoint | |
 Progress | Progress info for e.g a progressbar |
 PropertyAttribute | |
  AstarEnumFlagAttribute | |
 PropertyDrawer | |
  AstarEnumFlagDrawer | |
 QuadtreeNodeHolder | |
 RecastBBTree | Axis Aligned Bounding Box Tree |
 RecastBBTreeBox | |
 RichPath | |
 RVOQuadtree | Quadtree for quick nearest neighbour search of agents |
 RecastGraph.SceneMesh | Represents a unity mesh to be used in the recast graph rasterization |
 SerializeSettings | Holds settings for how graphs should be serialized |
 Simulator | Local Avoidance Simulator |
 StackPool< T > | Lightweight Stack Pool |
 TagMask | Holds a tagmask |
 GridGraph.TextureData | Used for using a texture as a source for a grid graph |
 ThreadControlQueue | Queue of paths to be processed by the system |
 TileHandler | |
 TileHandler.TileType | |
 TinyJsonDeserializer | A very tiny json deserializer |
 TinyJsonSerializer | A very tiny json serializer |
 BinaryHeapM.Tuple | |
 AdvancedSmooth.TurnConstructor | Abstract turn constructor |
  AdvancedSmooth.ConstantTurn | Constant turning speed |
  AdvancedSmooth.MaxTurn | Type of turn |
 Utility | - A* Pro Feature:
- This is an A* Pathfinding Project Pro feature only. This function/class/variable might not exist in the Free version of the A* Pathfinding Project or the functionality might be limited
The Pro version can be bought here
|
 VectorMath | Various vector math utility functions |
 Agent.VO | |
 VoxelArea | - A* Pro Feature:
- This is an A* Pathfinding Project Pro feature only. This function/class/variable might not exist in the Free version of the A* Pathfinding Project or the functionality might be limited
The Pro version can be bought here
|
 VoxelCell | VoxelCell used for recast graphs |
 VoxelContour | VoxelContour used for recast graphs |
 VoxelContourSet | VoxelContourSet used for recast graphs |
 Voxelize | Voxelizer for recast graphs |
 VoxelMesh | VoxelMesh used for recast graphs |
 VoxelSpan | VoxelSpan used for recast graphs |
 WindowsStoreCompatibility | |
 Simulator.Worker | |
 Simulator.WorkerContext | |