Classes
-
-
-
-
Index of an RVO agent in the local avoidance simulation.
-
Agent data for the local avoidance system.
-
-
-
-
An agent's shape represented as a cylinder.
-
Holds an agent's movement plane.
-
The movement plane source for an agent.
-
Holds unmanaged information about an off-mesh link that the agent is currently traversing.
-
Context with helpers for traversing an off-mesh link.
-
Thrown when the off-mesh link traversal should be aborted.
-
-
Rate manager which runs a system group multiple times if the delta time is higher than desired, but always executes the group at least once per frame.
-
-
Policy for how often to recalculate an agent's path.
-
Wrapper for a pointer.
-
Holds an agent's destination point.
-
-
Utility for efficient random access to entity component data from the main thread.
-
Helper for EntityAccess.
-
Utility for efficient random access to entity storage data from the main thread.
-
Copies MovementControl to ResolvedMovement when no local avoidance is used.
-
-
-
-
-
Agent state related to gravity.
-
-
-
-
-
-
-
-
-
-
-
-
Repairs the path of agents.
-
-
-
-
-
-
Holds managed information about an off-mesh link that the agent is currently traversing.
-
Utility for efficient random access to managed entity component data from the main thread.
-
Stores a delegate that can be used to override movement control and movement settings for a specific entity.
-
-
-
-
Helper for adding and removing hooks to the FollowerEntity component.
-
Settings for agent movement that cannot be put anywhere else.
-
Desired movement for an agent.
-
-
-
-
-
-
-
-
Tag component to indicate that the agent's forward direction is along the Y axis.
-
Checks if paths have been calculated, and updates the agent's paths if they have.
-
Enabled if the agnet is ready to start traversing an off-mesh link.
-
Holds the final movement data for an entity.
-
-
Tag component to enable movement for an entity.
-
Tag component to allow the agent to calculate how it wants to move.
-
Tag component to allow the agent to move according to its desired movement parameters.
-
Tag component to allow the agent to repair its path and recalculate various statistics.
-
-
Tag component to enable syncing between an agent's Transform and the agent entity's position.
-
Tag component to enable syncing between an agent's Transform and the agent entity's rotation.
-
-
-
-
-
-
Allocates and deallocates nodes in a grid graph.
-
Calculates the grid connections for all nodes.
-
Checks if nodes are obstructed by obstacles or not.
-
Fills the output with true or false depending on if the collider hit was a hit.
-
Copies 3D arrays with grid data from one shape to another.
-
Calculates erosion.
-
Filters out diagonal connections that are not allowed in layered grid graphs.
-
Calculates if either of the two input hits actually hit something.
-
Calculates the default node positions for a grid graph.
-
Calculates for each grid node if it should be walkable or not.
-
Prepares a set of capsule commands for collision checking in a grid graph.
-
Prepares a set of raycast commands for a grid graph.
-
Prepares a set of raycast commands for a grid graph.
-
Prepares a set of sphere commands for collision checking in a grid graph.
-
Reads node data from managed GridNodeBase objects into unmanaged arrays.
-
-
Writes node data from unmanaged arrays into managed GridNodeBase objects.
-
-
-
Custom rule for a grid graph.
-
Container for all rules in a grid graph.
-
Context for when scanning or updating a graph.
-
Common interface for all grid graph rule editors.
-
Applies penalty based on the slope of the surface below the node.
-
-
Applies penalty based on the elevation of the node.
-
-
Modifies nodes based on the layer of the surface under the node.
-
-
Modifies nodes based on the contents of a texture.
-
-
-
-
Handles collision checking for graphs.
-
-
-
-
-
Helpers for iterating over grid graph data.
-
Callback struct for ForEachCellIn3DArray.
-
Helper interface for modifying node connections.
-
Helper interface for modifying nodes.
-
Callback struct for ForEachCellIn3DSlice.
-
Callback struct for ForEachCellIn3DSlice.
-
-
-
-
Builds nodes and tiles and prepares them for pathfinding.
-
-
Builds tiles from raw mesh vertices and indices.
-
-
-
Builds tiles from a polygon soup using voxelization.
-
Calculates node connections between triangles within each tile.
-
-
Connects adjacent tiles together.
-
Connects two adjacent tiles together.
-
Convert recast region IDs to the tags that should be applied to the nodes.
-
Builds tiles optimized for pathfinding, from a list of TileMesh.TileMeshUnsafe.
-
Transforms vertices from voxel coordinates to tile coordinates.
-
Writes connections to each node in each tile.
-
Scratch space for building navmesh tiles using voxelization.
-
-
-
-
CompactVoxelCell used for recast graphs.
-
Stores a compact voxel field.
-
CompactVoxelSpan used for recast graphs.
-
-
-
-
-
Builds a polygon mesh from a contour set.
-
-
-
-
-
-
-
-
-
-
VoxelContour used for recast graphs.
-
VoxelMesh used for recast graphs.
-
-
Utility for clipping polygons.
-
Utility for clipping polygons.
-
Axis Aligned Bounding Box Tree.
-
-
A key to a leaf node in the tree.
-
-
Axis Aligned Bounding Box Tree.
-
-
-
-
-
-
-
-
-
A single tile in a recast or navmesh graph.
-
Helper for navmesh cut objects.
-
Stores navmesh cutting related data for a single graph.
-
Helper methods for scanning a recast graph.
-
-
Holds info about a mesh to be rasterized.
-
-
-
-
Pruning of recast navmesh regions.
-
Settings for building tile meshes in a recast graph.
-
A mapping from tiles to the meshes that each tile touches.
-
-
Utility class for updating tiles of navmesh/recast graphs.
-
Internal class describing a single NavmeshCut.
-
Internal class representing a mesh which is the result of the CutPoly method.
-
A template for a single tile in a navmesh/recast graph.
-
Represents the position and size of a tile grid for a recast/navmesh graph.
-
A tile in a navmesh graph.
-
Unsafe version of TileMesh.
-
Represents a rectangular group of tiles of a recast graph.
-
Unsafe representation of a TileMeshes struct.
-
-
Implements heuristic optimizations.
-
-
Holds a lookup datastructure to quickly find objects inside rectangles.
-
-
-
-
Disable the check that prevents jobs from including uninitialized native arrays open for reading.
-
Convenient collection of items that can be disposed together.
-
-
Extension methods for IJob and related interfaces.
-
-
-
-
-
-
result[i] &= data[i]
-
to[i] = from[i]
-
Copies hit points and normals.
-
Treats input as a 3-dimensional array and copies it into the output at the specified position.
-
-
-
-
Automatic dependency tracking for the Unity Job System.
-
-
-
-
-
-
-
-
result[i] = value
-
-
-
-
-
-
-
Helpers for scheduling simple NativeArray jobs.
-
A simple read/write lock for use with the Unity Job System.
-
-
-
-
-
Slice of a 3D array.
-
-
Spin lock which can be used in Burst.
-
-
-
-
-
Implements a PID controller for the angular velocity of an agent following a curve.
-
-
-
Core control loop for the FollowerEntity movement script.
-
-
-
-
Local avoidance related classes.
-
-
Exposes properties of an Agent class.
-
-
-
Calculates if the agent has reached the end of its path and if its blocked from further progress towards it.
-
-
-
Inspired by StarCraft 2's avoidance of locked units.
-
Inspired by StarCraft 2's avoidance of locked units.
-
-
-
A half-plane defined as the line splitting plane.
-
-
-
-
-
RVO Character Controller.
-
-
Controls if the agent slows down to a stop if the area around the destination is crowded.
-
-
-
Adds a navmesh as RVO obstacles.
-
Base class for simple RVO colliders.
-
-
-
Quadtree for quick nearest neighbour search of rvo agents.
-
-
-
-
Unity front end for an RVO simulator.
-
Square Obstacle for RVO Simulation.
-
Local Avoidance Simulator.
-
-
Holds internal agent data for the local avoidance simulation.
-
-
-
Holds internal obstacle data for the local avoidance simulation.
-
-
Represents a set of obstacles.
-
-
-
-
Handles low level serialization and deserialization of graph settings and data.
-
Metadata for all graphs included in serialization.
-
Holds information passed to custom graph serializers.
-
-
Indicates that the full type of the instance will always be serialized.
-
-
-
Helper struct for handling serialization backwards compatibility.
-
-
Holds settings for how graphs should be serialized.
-
A very tiny json deserializer.
-
A very tiny json serializer.
-
-
Lightweight Array Pool.
-
Helper for batching updates to many objects efficiently.
-
-
Calculates checksums of byte arrays.
-
Implements an efficient circular buffer that can be appended to in both directions.
-
-
-
Some editor gui helper methods.
-
-
A snapshot of parts of graphs.
-
Defines a transformation from graph space to world space.
-
Simple implementation of a GUID.
-
Thread-safe hierarchical bitset.
-
-
-
Used by Pathfinding.Util.BatchedEvents.
-
-
Transforms to and from world space to a 2D movement plane.
-
-
-
Generic 3D coordinate transformation.
-
Extension methods for List<T>
-
Lightweight List Pool.
-
Various utilities for handling arrays and memory.
-
Helper class for working with meshes efficiently.
-
Removes duplicate vertices from the array and updates the triangle array.
-
-
Like Pathfinding.Util.GraphTransform, but mutable.
-
Implements an efficient circular buffer that can be appended to in both directions.
-
A variant of SimpleMovementPlane that can be passed to burst functions.
-
Combines hashes into a single hash value.
-
Lightweight object Pool for IAstarPooledObject.
-
Lightweight object Pool.
-
Interpolates along a sequence of points.
-
Represents a single point on the polyline represented by the PathInterpolator.
-
Represents a part of a path, with optional link information.
-
Prevents code stripping.
-
A promise that T is being calculated asynchronously.
-
Represents the orientation of a plane.
-
A tiny slab allocator.
-
-
-
-
-
-
-
Lightweight Stack Pool.
-
A matrix wrapper which can be used to project points from world space to a movement plane.
-
A matrix wrapper which can be used to project points from a movement plane to world space.
-
Compatibility class for Unity APIs that are not available in all Unity versions.
-
Replacement for System.Span which is compatible with earlier versions of C#.
-
-
-
Basic path, finds the shortest path from A to B.
-
Ending condition which emulates the default one for the ABPath.
-
Smoothing by dividing path into turns and straight segments.
-
Constant turning speed.
-
Type of turn.
-
Represents a turn in a path.
-
Abstract turn constructor.
-
Sets the destination of an AI to the position of a specified object.
-
-
Linearly interpolating movement script.
-
-
AI for following paths.
-
Movement script for curved worlds.
-
Applies penalty to the paths it processes telling other units to avoid choosing the same path.
-
-
-
-
Stores editor colors.
-
Stores the navigation graphs for the A* Pathfinding System.
-
Debugger for the A* Pathfinding Project.
-
-
-
Utility functions for working with numbers and strings.
-
-
Contains various spline functions.
-
Handles update checking for the A* Pathfinding Project.
-
-
An item of work that can be executed when graphs are safe to update.
-
Policy for how often to recalculate an agent's path.
-
-
Binary heap implementation.
-
Item in the heap.
-
Multi-producer-multi-consumer (MPMC) channel.
-
Allows receiving items from a channel.
-
Manager for blocker scripts such as SingleNodeBlocker.
-
Blocks nodes according to a BlockManager.
-
Represents a connection to another node.
-
Finds all nodes within a specified distance from the start.
-
Added to editors of custom graph types.
-
Convenience class to access the default implementation of the ITraversalProvider.
-
Determines how to measure distances to the navmesh.
-
Attach this script to any obstacle with a collider to enable dynamic updates of the graphs around it.
-
Helper for creating editors.
-
Handles fading effects and also some custom GUI functions such as LayerMaskField.
-
Internal utility class for looking up editor resources.
-
Target is found when the path is longer than a specified value.
-
Ending condition which stops a fixed distance from the target point.
-
-
-
Editor helper for hiding and showing a group of GUI elements.
-
-
Returns a path heading away from a specified point to avoid.
-
Calculates paths from everywhere to a single point.
-
Restrict suitable nodes by if they have been searched by a FloodPath.
-
Traces a path created with the Pathfinding.FloodPath.
-
Movement script that uses ECS.
-
-
Implements the funnel algorithm as well as various related methods.
-
Funnel in which the path to the target will be.
-
-
Part of a path.
-
Simplifies paths on navmesh graphs using the funnel algorithm.
-
-
-
-
-
-
-
-
Base class for all graph editors.
-
Info about what a ray- or linecasts hit.
-
Holds a bitmask of graphs.
-
-
GraphModifier is used for modifying graphs or processing graph data based on events.
-
Base class for all nodes.
-
Represents a collection of settings used to update nodes in a specific region of a graph.
-
Provides burst-readable data to a graph update job.
-
Job for applying a graph update object.
-
-
Helper class for easily updating graphs.
-
Editor for GraphUpdateScene.
-
Defines a shape for a Pathfinding.GraphUpdateObject.
-
Shape optimized for burst.
-
Contains useful functions for updating graphs.
-
Contains utility methods for getting useful information out of graph.
-
Generates a grid of nodes.
-
-
-
-
-
Reference to a nodes array to allow multiple serial updates to have a common reference to the nodes.
-
Used for using a texture as a source for a grid graph.
-
-
Information about a linecast hit on a grid graph.
-
Node used for the GridGraph.
-
Base class for GridNode and LevelGridNode.
-
Simplifies a path on a grid graph using a string pulling algorithm.
-
-
Simple GUI utility functions.
-
Calculates an estimated cost from the specified point to the target.
-
Holds a hierarchical graph to speed up certain pathfinding queries.
-
Burst-accessible data about the hierarhical nodes.
-
-
-
Common interface for all movement scripts in the A* Pathfinding Project.
-
Exposes internal methods for graphs.
-
Helper functions for graph updates.
-
Promise representing a graph update.
-
-
Interface for something that holds a triangle based navmesh.
-
Two Dimensional Integer Coordinate Pair.
-
Holds a coordinate in integers.
-
Integer bounding box.
-
Integer Rectangle.
-
Interface for handling off-mesh links.
-
-
Used for hiding internal methods of the Path class.
-
Base for all path modifiers.
-
Graph which supports the Linecast method.
-
Graph which has a well defined transformation from graph space to world space.
-
Provides additional traversal information to a path request.
-
Graphs which can be updated during runtime.
-
Exposes internal methods from Pathfinding.VersionedMonoBehaviour.
-
Interface to expose a subset of the WorkItemProcessor functionality.
-
Grid Graph, supports layered worlds.
-
-
Describes a single node for the LayerGridGraph.
-
Graph for off-mesh links.
-
-
-
Helper for Pathfinding.Examples.LocalSpaceRichAI.
-
-
Base class for path modifiers which can be attached to GameObjects.
-
Moves an agent in a circle around a point.
-
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.
-
Base class for all graphs.
-
Adds new geometry to a recast graph.
-
-
Base class for RecastGraph and NavMeshGraph.
-
Attach to any GameObject and the object will be clamped to the navmesh.
-
Base class for the NavmeshCut and NavmeshAdd components.
-
Navmesh cutting is used for fast recast/navmesh graph updates.
-
-
-
-
-
-
-
-
-
-
-
Burst-accessible data about borders in the navmesh.
-
Generates graphs based on navmeshes.
-
-
-
-
Stores a set of navmesh tiles which can be placed on a recast graph.
-
-
-
Editor for the NavmeshPrefab component.
-
Nearest node constraint.
-
Result of a nearest node query.
-
Connects two nodes with a direct connection.
-
Connects two nodes using an off-mesh link.
-
-
Connects two TriangleMeshNodes (recast/navmesh graphs) as if they had shared an edge.
-
-
Manager for off-mesh links.
-
The start or end point of an off-mesh link.
-
-
-
-
Information about an off-mesh link.
-
Helper for enabling or disabling compiler directives.
-
-
Base class for all path types.
-
Parameters to OpenCandidateConnectionBurst.
-
Customized ending condition for a path.
-
-
Represents a single pathfinding tag.
-
-
Handles thread specific path data.
-
Base class for path modifiers which are not attached to GameObjects.
-
A special NNConstraint which can use different logic for the start node and end node in a path.
-
Stores temporary node data for a single pathfinding request.
-
Pools path objects to reduce load on the garbage collector.
-
-
Prevents pathfinding from running while held.
-
-
-
Helper for following a path.
-
-
Contains useful functions for working with paths and nodes.
-
-
-
-
Simple patrol behavior.
-
Basic point graph.
-
-
-
-
Represents a collection of GraphNodes.
-
-
-
-
-
Node used for the PointGraph.
-
Utility functions for working with polygons, lines, and other vector math.
-
Moves a grid or recast graph to follow a target.
-
This class has been renamed to ProceduralGraphMover.
-
-
Progress info for e.g a progressbar.
-
Radius path modifier for offsetting paths.
-
Finds a path in a random direction from the start node.
-
Simplifies a path using raycasting.
-
-
-
Automatically generates navmesh graphs based on world geometry.
-
Settings for which meshes/colliders and other objects to include in the graph.
-
Per layer modification settings.
-
-
-
-
Editor for the RecastGraph.
-
Explicit mesh object for recast graphs.
-
-
Updates the recast tile(s) it is in at start, needs RecastTileUpdateHandler.
-
Helper for easier fast updates to recast graphs.
-
Advanced AI for navmesh based graphs.
-
-
-
-
-
Editor for the RuleAnglePenalty rule.
-
Editor for the RuleElevationPenalty rule.
-
Editor for the RulePerLayerModifications rule.
-
Editor for the RuleTexture rule.
-
-
-
-
Handles path calls for a single unit.
-
-
Modifier which smooths the path.
-
Blocks single nodes in a graph.
-
-
Adjusts start and end points of a path.
-
Moves the target in example scenes.
-
-
Node represented by a triangle.
-
-
Helper class to keep track of references to GameObjects.
-
Various vector math utility functions.
-
Base class for all components in the package.
-
-
-
Similar to Queue<T> but allows random access.
-
Extended Path.
-
Core component for the A* Pathfinding System.
-