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