A* Pathfinding Project
4.1.20
The A* Pathfinding Project for Unity 3D
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![]() | Brief overview of the different graph types |
![]() | Tutorial on how to use pathfinding on non-planar surfaces |
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![]() ![]() | Get Started with the A* Pathfinding Project |
![]() ![]() ![]() | Tutorial for writing a simple custom movement script |
![]() ![]() | Getting Started with the A* Pathfinding Project - Part 2 - Navmeshes |
![]() ![]() ![]() | This tutorial shows how you can model a navmesh in an external 3D modelling program such as Blender |
![]() ![]() ![]() | This tutorial shows how you use a RecastGraph to automatically generate a navmesh for your game |
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![]() ![]() | Introduction to how to use nodes |
![]() ![]() | This page is about working with the A* Pathfinding Project when deploying for iPhone/Android or UWP (Universal Windows Platform) |
![]() ![]() | How to use the A* Pathfinding Project from Js |
![]() ![]() | 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 |
![]() ![]() | This page shows how to get pathfinding working in a 2D game |
![]() ![]() | Detailed explanations of various error messages that you may see when using the package |
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![]() ![]() | Tutorial on navmesh cutting |
![]() ![]() | 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 |
![]() ![]() | Explains how tags can be used to restrict where different characters can walk |
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![]() ![]() | Tutorial on how to make a wandering AI |
![]() ![]() | A short tutorial on bitmasks |
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![]() ![]() | 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 |
![]() ![]() | 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 |
![]() ![]() | How to access graphs and nodes |
![]() ![]() | This page explains how to handle different agent types, such as agents of different sizes |
![]() ![]() | This page shows how to get pathfinding working outside of play mode from e.g an editor script |
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![]() ![]() | Just some random facts about the system: |
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