A* Pathfinding Project
4.1.0
The A* Pathfinding Project for Unity 3D
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![]() | This page shows how to get pathfinding working in a 2D game |
![]() | How to access graphs and nodes |
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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 |
![]() | Brief overview of the different graph types |
![]() | This page is about working with the A* Pathfinding Project when deploying for iPhone/Android |
![]() | How to use the A* Pathfinding Project from Js |
![]() | How to use the local avoidance in the A* Pathfinding Project |
![]() ![]() | This page explains how to integrate local avoidance in your own movement scripts |
![]() ![]() | How to write custom local avoidance obstacles |
![]() | Navmesh cutting is used for fast recast graph updates. |
![]() | Some tips on how to improve performance |
![]() ![]() | 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 |
![]() | How to precalculate graphs and store that data |
![]() | Explains how tags can be used to restrict where different characters can walk |
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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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