A* Pathfinding Project Pro | A* Pathfinding Project Free | Unity Pro | SimplePath | |
---|---|---|---|---|
Cost | $100 | free | free or a paid subscription | $57 |
Source Code Included | ||||
Access to pathfinding data (nodes, mesh in navmesh graphs etc.) | raw data access not possible, api calls for some things exist | |||
Multiple Graphs | but only one graph type | |||
Node Penalties | per Navmesh Layer | |||
Grid Graphs | ||||
Graph Updates | ||||
2D Pathfinding | ||||
2D Physics API Support | for grid/point graphs | for grid/point graphs | ||
Graph Linecast | ||||
Textures for penalty | ||||
Point Graphs | ||||
Graph Updates | ||||
Sparse Graph Optimization | ||||
Navmesh Graphs | ||||
Graph Updates | only existing nodes | only existing nodes | only existing nodes | |
Navmesh Cutting | ||||
Graph Linecast | ||||
Recast - Automatic Navmesh Generation | ||||
Graph Updates | ||||
Layered Grid Graphs | ||||
Graph Updates | ||||
Graph Linecast | ||||
Hexagonal Graphs | ||||
Isometric Grid Graphs | ||||
Extendable Path Modifiers e.g smoothing | ||||
Path smoothing | ||||
Funnel algorithm (string pulling) | ||||
Precise control over which nodes can be traversed and their penalties per path calculation | ||||
Separate Pathfinding Thread | ||||
Any number of pathfinding threads | ||||
Local avoidance | ||||
Cached startup: no calculation time at start | ||||
Graph recalculation in-game | ||||
Manual Node links | ||||
Advanced pre-processing to speed up pathfinding | ||||
Pathfinding Tags/Layers | ||||
Multiple Heuristics (manhattan, euclidean etc.) | only supports euclidean | |||
Specialized path types | None included, but possible to write your own | |||
Graphs can be saved to file | only in the editor, not using a script | |||
Bounding Box Trees for navmeshes (much faster nearest node queries) |
If you find anything which is wrong on this list. Please post a comment in the support forum.