Lightning fast pathfinding for Unity3D. Whether you write a TD, RTS, FPS or RPG game, this package is for you. With heavily optimized algorithms and a large feature set but yet simple to use, you will be able to make those bots a bit smarter in no time.
Navmesh cutting is used on Recast graphs (automatically generated navmeshes) to provide fast graph updates with high precision even in very large worlds.
Watch a video to see what it's all about!
I'm interfacing with the pathfinding entirely through scripting. I first tried "Apex Path", and after a few hours I couldn't figure out how to update the grid and manipulate it to the level that I require. Apex was very opinionated about how I do everything, so it wasn't a good fit for me. Then I tried Astar Pathfinding and immediately it made sense to me. In a few hours I was up and running, building the grid and recalculating nodes exactly how I wanted. As I delved in deeper I was continually impressed, so I bought the pro version. The multithreading is incredible. The source code *clicks* with me, I find it easy to understand and extend, where as Apex's source code was maybe a bit too verbose and... again, "opinionated". I really apprecate the this project, I was worried I'd be sinking weeks into building my own solution. Thank you!dannyUNITY3d
Not only does the software deliver, but it is well designed, has an intuitive UI and the website has comprehensive How To's, Tutorials and documentation. Well done!Micky Duncan
Cubemen is an action packed, original 3D Tower Defense game that mixes TD and RTS in the most exciting way possible!
And it uses the A* Pathfinding Project!
It was a finalist in the 2012 Unity Awards. Cubemen 2 has now been released as well, it is also using the A* Pathfinding Project!
Divide is developed by Exploding Tuba Studios and is a character-driven, science fiction action/adventure game with a modern take on isometric adventures of the past. It has been released on PlayStation 4.Check it out
You must defend the Tavern controlling multiples heroes against hordes of enemies.
The A* Pathfinding Project power us to run in a mobile 10 to 20 units in realtime using a 4k nodes grid without any problem, even when doing constant weight updates and using nice modifiers like the Alternative Path modifier.