A* Pathfinding Project
4.0.2
The A* Pathfinding Project for Unity 3D
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![]() | All data in the graphs can be accessed |
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![]() | The system can be extended in various ways |
![]() ![]() | All 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 |
![]() ![]() | Modifiers are small scripts which post-process paths to for example simplify or smooth them |
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![]() | Just some random facts about the system: |
![]() | Get Started with the A* Pathfinding Project |
![]() | Getting Started with the A* Pathfinding Project - Part 2 - Navmeshes |
![]() | There are several different graph types included in the project, and there is the availability to create your own |
![]() | This page is about working with the A* Pathfinding Project when deploying for iPhone/Android |
![]() | The A* Pathfinding Project is written in C#, but it can be used from Javascript (Unityscript) by the click of a button |
![]() | How to use the local avoidance in the A* Pathfinding Project |
![]() ![]() | If you read the Local Avoidance tutorial, you should have been through the step where you added an RVOSimulator |
![]() | Navmesh cutting is used for fast recast graph updates. |
![]() | There are various ways to increase the performance of the system |
![]() ![]() | A tutorial on how to use heuristic optimization to gain significant speedups |
![]() ![]() | Object pooling is used to decrease the load on the garbage collector |
![]() ![]() | In the pro version of the A* Pathfinding Project there is a tab called "Optimization" in the A* Inspector |
![]() | Saving and Loading Graphs |
![]() | Tagging nodes and areas is a powerful feature |
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![]() | Modifiers 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 |
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