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A* Pathfinding Project
4.1.19
The A* Pathfinding Project for Unity 3D
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| Changelog | |
| Graph Types | Brief overview of the different graph types |
| ▼Beginner Tutorials | |
| ▼Get Started With The A* Pathfinding Project | Get Started with the A* Pathfinding Project |
| Writing a movement script | Tutorial for writing a simple custom movement script |
| ▼Using navmeshes | Getting Started with the A* Pathfinding Project - Part 2 - Navmeshes |
| Creating a navmesh manually | This tutorial shows how you can model a navmesh in an external 3D modelling program such as Blender |
| Automatically generating a navmesh | This tutorial shows how you use a RecastGraph to automatically generate a navmesh for your game |
| Searching for paths | |
| Using nodes | Introduction to how to use nodes |
| Deploying for mobile/uwp | This page is about working with the A* Pathfinding Project when deploying for iPhone/Android or UWP (Universal Windows Platform) |
| Working with Javascript | How to use the A* Pathfinding Project from Js |
| Using Modifiers | 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 |
| Pathfinding in 2D | This page shows how to get pathfinding working in a 2D game |
| Error messages | Detailed explanations of various error messages that you may see when using the package |
| ▼Additional Tutorials | |
| Navmesh Cutting | Tutorial on navmesh cutting |
| ▼Local Avoidance | How to use the local avoidance in the A* Pathfinding Project |
| Custom Local Avoidance Movement Script | This page explains how to integrate local avoidance in your own movement scripts |
| Writing RVO Colliders | How to write custom local avoidance obstacles |
| Working with tags | Explains how tags can be used to restrict where different characters can walk |
| Graph Updates during Runtime | |
| Wandering AI Tutorial | Tutorial on how to make a wandering AI |
| Bitmask Tutorial | A short tutorial on bitmasks |
| Utilities for turn-based games | |
| ▼Optimization | Some tips on how to improve performance |
| Heuristic Optimization | A tutorial on how to use heuristic optimization to gain significant speedups |
| Pooling | Object pooling is used to decrease the load on the garbage collector |
| Compiler Directives | In the pro version of the A* Pathfinding Project there is a tab called "Optimization" in the A* Inspector |
| Saving and Loading Graphs | How to precalculate graphs and store that data |
| ▼Extending The System | The system can be extended in various ways |
| Writing Graph Generators | 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 |
| Writing Modifiers | Modifiers are small scripts which post-process paths to for example simplify or smooth them |
| Accessing graph data | How to access graphs and nodes |
| Multiple agent types | This page explains how to handle different agent types, such as agents of different sizes |
| Pathfinding from editor scripts | This page shows how to get pathfinding working outside of play mode from e.g an editor script |
| ▼Misc | |
| Upgrade Guide | |
| Frequently Asked Questions | |
| Fast Facts | Just some random facts about the system: |
| Keyboard Shortcuts | |
| Todo List | |
| Deprecated List | |
| Bug List |