A* Pathfinding Project  4.1.11
The A* Pathfinding Project for Unity 3D
Related Pages
Here is a list of all related documentation pages:
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 Changelog
 Graph TypesBrief overview of the different graph types
 Beginner Tutorials
 Get Started With The A* Pathfinding ProjectGet Started with the A* Pathfinding Project
 Writing a movement scriptTutorial for writing a simple custom movement script
 Using navmeshesGetting Started with the A* Pathfinding Project - Part 2 - Navmeshes
 Creating a navmesh manuallyThis tutorial shows how you can model a navmesh in an external 3D modelling program such as Blender
 Automatically generating a navmeshThis tutorial shows how you use a RecastGraph to automatically generate a navmesh for your game
 Searching for paths
 Using nodesIntroduction to how to use nodes
 Deploying for mobile/uwpThis page is about working with the A* Pathfinding Project when deploying for iPhone/Android or UWP (Universal Windows Platform)
 Working with JavascriptHow to use the A* Pathfinding Project from Js
 Using 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
 Pathfinding in 2DThis page shows how to get pathfinding working in a 2D game
 Error messagesDetailed explanations of various error messages that you may see when using the package
 Additional Tutorials
 Navmesh CuttingTutorial on navmesh cutting
 Local AvoidanceHow to use the local avoidance in the A* Pathfinding Project
 Custom Local Avoidance Movement ScriptThis page explains how to integrate local avoidance in your own movement scripts
 Writing RVO CollidersHow to write custom local avoidance obstacles
 Working with tagsExplains how tags can be used to restrict where different characters can walk
 Graph Updates during Runtime
 Wandering AI TutorialTutorial on how to make a wandering AI
 Bitmask TutorialA short tutorial on bitmasks
 Utilities for turn-based games
 OptimizationSome tips on how to improve performance
 Heuristic OptimizationA tutorial on how to use heuristic optimization to gain significant speedups
 PoolingObject 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
 Saving and Loading GraphsHow to precalculate graphs and store that data
 Extending The SystemThe system can be extended in various ways
 Writing 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
 Accessing graph dataHow to access graphs and nodes
 Multiple agent typesThis page explains how to handle different agent types, such as agents of different sizes
 Misc
 Upgrade Guide
 Frequently Asked Questions
 Fast FactsJust some random facts about the system:
 Keyboard Shortcuts
 Todo List
 Deprecated List
 Bug List