A* Pathfinding Project
4.1.4
The A* Pathfinding Project for Unity 3D
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Changelog | |
Pathfinding in 2D | This page shows how to get pathfinding working in a 2D game |
Accessing graph data | How to access graphs and nodes |
Searching for paths | |
Keyboard Shortcuts | |
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 |
Frequently Asked Questions | |
Fast Facts | Just some random facts about the system: |
Get Started With The A* Pathfinding Project | Get Started with the A* Pathfinding Project |
Get Started Part 2 | 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 |
Graph Types | Brief overview of the different graph types |
Deploying for mobile | This page is about working with the A* Pathfinding Project when deploying for iPhone/Android |
Working with Javascript | How to use the A* Pathfinding Project from Js |
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 |
Navmesh Cutting | Navmesh cutting is used for fast recast graph updates. |
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 |
Working with tags | Explains how tags can be used to restrict where different characters can walk |
Utilities for turn-based games | |
Graph Updates during Runtime | |
Upgrade Guide | |
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 |
Wandering AI Tutorial | Tutorial on how to make a wandering AI |
Todo List | |
Deprecated List | |
Bug List |