A* Pathfinding Project
4.1.2
The A* Pathfinding Project for Unity 3D
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![]() ![]() ![]() ![]() | Example of how to handle off-mesh link traversal |
![]() ![]() ![]() ![]() | Helper script in the example scene 'Turn Based' |
![]() ![]() ![]() ![]() | Smooth Camera Following |
![]() ![]() ![]() ![]() | Moves an object along a spline |
![]() ![]() ![]() ![]() | Example script used in the example scenes |
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![]() ![]() ![]() ![]() | RVO Example Scene Unit Controller |
![]() ![]() ![]() ![]() | Helper script in the example scene 'Turn Based' |
![]() ![]() ![]() ![]() | Lightweight RVO Circle Example |
![]() ![]() ![]() ![]() | RichAI for local space (pathfinding on moving graphs) |
![]() ![]() ![]() ![]() | Player controlled character which RVO agents will avoid |
![]() ![]() ![]() ![]() | Example of how to use Mecanim with the included movement scripts |
![]() ![]() ![]() ![]() | AI controller specifically made for the spider robot |
![]() ![]() ![]() ![]() | Small sample script for placing obstacles |
![]() ![]() ![]() ![]() | Demos different path types |
![]() ![]() ![]() ![]() | Example script for generating an infinite procedural world |
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![]() ![]() ![]() ![]() | Places ROV agents in circles |
![]() ![]() ![]() ![]() | Example movement script for using RVO |
![]() ![]() ![]() ![]() | Helper script in the example scene 'Turn Based' |
![]() ![]() ![]() ![]() | Helper script in the example scene 'Turn Based' |
![]() ![]() ![]() ![]() | Helper script in the example scene 'Turn Based' |
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![]() ![]() ![]() ![]() | AI for following paths |
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![]() ![]() ![]() ![]() | Advanced AI for navmesh based graphs |
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![]() ![]() ![]() ![]() | RVO Character Controller |
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![]() ![]() ![]() | Local avoidance related classes |
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![]() ![]() ![]() ![]() ![]() | Internal agent for the RVO system |
![]() ![]() ![]() ![]() ![]() ![]() | Velocity Obstacle |
![]() ![]() ![]() ![]() ![]() ![]() | Very simple list |
![]() ![]() ![]() ![]() | Exposes properties of an Agent class |
![]() ![]() ![]() ![]() | ORCA Line |
![]() ![]() ![]() ![]() | One vertex in an obstacle |
![]() ![]() ![]() ![]() | RVO Character Controller |
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![]() ![]() ![]() ![]() | Adds a navmesh as RVO obstacles |
![]() ![]() ![]() ![]() | Base class for simple RVO colliders |
![]() ![]() ![]() ![]() | Quadtree for quick nearest neighbour search of rvo agents |
![]() ![]() ![]() ![]() ![]() | Node in a quadtree for storing RVO agents |
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![]() ![]() ![]() ![]() | Unity front end for an RVO simulator |
![]() ![]() ![]() ![]() | Square Obstacle for RVO Simulation |
![]() ![]() ![]() ![]() | Local Avoidance Simulator |
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![]() ![]() ![]() ![]() | 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 |
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![]() ![]() ![]() ![]() | Holds settings for how graphs should be serialized |
![]() ![]() ![]() ![]() | A very tiny json deserializer |
![]() ![]() ![]() ![]() | A very tiny json serializer |
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![]() ![]() ![]() ![]() | Helper for upgrading source code to use newer APIs |
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![]() ![]() ![]() ![]() | Lightweight Array Pool |
![]() ![]() ![]() ![]() | Calculates checksums of byte arrays |
![]() ![]() ![]() ![]() | Helper methods for drawing gizmos and debug lines |
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![]() ![]() ![]() ![]() | Defines a transformation from graph space to world space |
![]() ![]() ![]() ![]() | Holds a lookup datastructure to quickly find objects inside rectangles |
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![]() ![]() ![]() ![]() | Simple implementation of a GUID |
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![]() ![]() ![]() ![]() | Transforms to and from world space to a 2D movement plane |
![]() ![]() ![]() ![]() | Generic 3D coordinate transformation |
![]() ![]() ![]() ![]() | Extension methods for List<T> |
![]() ![]() ![]() ![]() | Lightweight List Pool |
![]() ![]() ![]() ![]() | Implements a lock free multiple producer - single consumer stack for the Path object |
![]() ![]() ![]() ![]() | Various utilities for handling arrays and memory |
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![]() ![]() ![]() ![]() | Lightweight object Pool for IAstarPooledObject |
![]() ![]() ![]() ![]() | Lightweight object Pool |
![]() ![]() ![]() ![]() | Helper for parallelizing tasks |
![]() ![]() ![]() ![]() | Interpolates along a sequence of points |
![]() ![]() ![]() ![]() | Helper for drawing Gizmos in a performant way |
![]() ![]() ![]() ![]() ![]() | Helper for drawing gizmos |
![]() ![]() ![]() ![]() ![]() | Combines hashes into a single hash value |
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![]() ![]() ![]() ![]() | Lightweight Stack Pool |
![]() ![]() ![]() ![]() | 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 |
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![]() ![]() ![]() ![]() | CompactVoxelCell used for recast graphs |
![]() ![]() ![]() ![]() | CompactVoxelSpan used for recast graphs |
![]() ![]() ![]() ![]() | Represents a mesh |
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![]() ![]() ![]() ![]() | Represents a mesh which will be rasterized |
![]() ![]() ![]() ![]() | Various utilities for voxel rasterization |
![]() ![]() ![]() ![]() | Stores a voxel field |
![]() ![]() ![]() ![]() | VoxelCell used for recast graphs |
![]() ![]() ![]() ![]() | VoxelContour used for recast graphs |
![]() ![]() ![]() ![]() | VoxelContourSet used for recast graphs |
![]() ![]() ![]() ![]() | Voxelizer for recast graphs |
![]() ![]() ![]() ![]() | VoxelMesh used for recast graphs |
![]() ![]() ![]() ![]() | Utility for clipping polygons |
![]() ![]() ![]() ![]() | VoxelSpan used for recast graphs |
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![]() ![]() ![]() | 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 |
![]() ![]() ![]() | Base class for AIPath and RichAI |
![]() ![]() ![]() | Sets the destination of an AI to the position of a specified object |
![]() ![]() ![]() | Linearly interpolating movement script |
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![]() ![]() ![]() | AI for following paths |
![]() ![]() ![]() | Applies penalty to the paths it processes telling other units to avoid choosing the same path |
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![]() ![]() ![]() | Stores editor colors |
![]() ![]() ![]() | Stores the navigation graphs for the A* Pathfinding System |
![]() ![]() ![]() | 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 |
![]() ![]() ![]() | 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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![]() ![]() ![]() | Axis Aligned Bounding Box Tree |
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![]() ![]() ![]() | Binary heap implementation |
![]() ![]() ![]() ![]() | Item in the heap |
![]() ![]() ![]() | 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 |
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![]() ![]() ![]() | Helper for drawing debug information for the recast graph |
![]() ![]() ![]() | 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 |
![]() ![]() ![]() | Target is found when the path is longer than a specified value |
![]() ![]() ![]() | Ending condition which stops a fixed distance from the target point |
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![]() ![]() ![]() | Implements heuristic optimizations |
![]() ![]() ![]() | Editor helper for hiding and showing a group of GUI elements |
![]() ![]() ![]() | Returns a path heading away from a specified point to avoid |
![]() ![]() ![]() | Floods the area completely for easy computation of any path to a single point |
![]() ![]() ![]() | Restrict suitable nodes by if they have been searched by a FloodPath |
![]() ![]() ![]() | Traces a path created with the Pathfinding.FloodPath |
![]() ![]() ![]() | 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 |
![]() ![]() ![]() | Handles collision checking for graphs |
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![]() ![]() ![]() | Defined here only so non-editor classes can use the target field |
![]() ![]() ![]() | Returned by graph ray- or linecasts containing info about the hit |
![]() ![]() ![]() | 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 |
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![]() ![]() ![]() ![]() | Holds a single update that needs to be performed on a graph |
![]() ![]() ![]() | Helper class for easily updating graphs |
![]() ![]() ![]() | Editor for GraphUpdateScene |
![]() ![]() ![]() | Defines a shape for a Pathfinding.GraphUpdateObject |
![]() ![]() ![]() | Contains useful functions for updating graphs |
![]() ![]() ![]() | Contains useful functions for visualizing graphs |
![]() ![]() ![]() | Generates a grid of nodes |
![]() ![]() ![]() ![]() | Used for using a texture as a source for a grid graph |
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![]() ![]() ![]() | Node used for the GridGraph |
![]() ![]() ![]() | Base class for GridNode and LevelGridNode |
![]() ![]() ![]() | Simple GUI utility functions |
![]() ![]() ![]() | Common interface for all movement scripts in the A* Pathfinding Project |
![]() ![]() ![]() | Exposes internal methods for graphs |
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![]() ![]() ![]() | Interface for something that holds a triangle based navmesh |
![]() ![]() ![]() | Two Dimensional Integer Coordinate Pair |
![]() ![]() ![]() | Holds a coordinate in integers |
![]() ![]() ![]() | Integer Rectangle |
![]() ![]() ![]() | 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 |
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![]() ![]() ![]() | GraphUpdateObject with more settings for the LayerGridGraph |
![]() ![]() ![]() | Describes a single node for the LayerGridGraph |
![]() ![]() ![]() | Internal class used by the LayerGridGraph |
![]() ![]() ![]() | Helper for Pathfinding.Examples.LocalSpaceRichAI |
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![]() ![]() ![]() | Base class for path modifiers which can be attached to GameObjects |
![]() ![]() ![]() | 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 graph updates |
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![]() ![]() ![]() | Generates graphs based on navmeshes |
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![]() ![]() ![]() | Nearest node constraint |
![]() ![]() ![]() | Result of a nearest node query |
![]() ![]() ![]() | Internal result of a nearest node query |
![]() ![]() ![]() | Connects two nodes with a direct connection |
![]() ![]() ![]() | Connects two nodes via two intermediate point nodes |
![]() ![]() ![]() | Connects two TriangleMeshNodes (recast/navmesh graphs) as if they had shared an edge |
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![]() ![]() ![]() | Helper for enabling or disabling compiler directives |
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![]() ![]() ![]() | Base class for all path types |
![]() ![]() ![]() | Customized ending condition for a path |
![]() ![]() ![]() | 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 |
![]() ![]() ![]() | Pools path objects to reduce load on the garbage collector |
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![]() ![]() ![]() ![]() | Prevents pathfinding from running while held |
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![]() ![]() ![]() | Contains useful functions for working with paths and nodes |
![]() ![]() ![]() | Simple patrol behavior |
![]() ![]() ![]() | Basic point graph |
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![]() ![]() ![]() | Represents a collection of GraphNodes |
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![]() ![]() ![]() | Node used for the PointGraph |
![]() ![]() ![]() | Utility functions for working with polygons, lines, and other vector math |
![]() ![]() ![]() | Moves a grid graph to follow a target |
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![]() ![]() ![]() | 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 |
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![]() ![]() ![]() | Axis Aligned Bounding Box Tree |
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![]() ![]() ![]() | Automatically generates navmesh graphs based on world geometry |
![]() ![]() ![]() | Editor for the RecastGraph |
![]() ![]() ![]() | Explicit mesh object for recast graphs |
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![]() ![]() ![]() | Updates the recast tile(s) it is in at start, needs RecastTileUpdateHandler |
![]() ![]() ![]() | Helper for easier fast updates to recast graphs |
![]() ![]() ![]() | Pruning of recast navmesh regions |
![]() ![]() ![]() | Advanced AI for navmesh based graphs |
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![]() ![]() ![]() | Handles path calls for a single unit |
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![]() ![]() ![]() | Modifier which smooths the path |
![]() ![]() ![]() | Blocks single nodes in a graph |
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![]() ![]() ![]() | Adjusts start and end points of a path |
![]() ![]() ![]() | Moves the target in example scenes |
![]() ![]() ![]() | Queue of paths to be processed by the system |
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![]() ![]() ![]() | Helper for navmesh cut objects |
![]() ![]() ![]() | 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 |
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![]() ![]() ![]() ![]() | Similar to Queue<T> but allows random access |
![]() ![]() ![]() | Extended Path |
![]() ![]() | Core component for the A* Pathfinding System |