Namespace Pathfinding

Namespaces

ECS
Examples
PID
RVO

Local avoidance related classes.

Synchronization primitives.

Classes

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.

Base class for AIPath and RichAI.

Sets the destination of an AI to the position of a specified object.

Linearly interpolating movement script.

AI for following paths.

Movement script for curved worlds.

Applies penalty to the paths it processes telling other units to avoid choosing the same path.

Stores editor colors.

Stores the navigation graphs for the A* Pathfinding System.

Debugger for the A* Pathfinding Project.

Utility functions for working with numbers and strings.

Contains various spline functions.

Handles update checking for the A* Pathfinding Project.

An item of work that can be executed when graphs are safe to update.

Policy for how often to recalculate an agent's path.

Binary heap implementation.

Manager for blocker scripts such as SingleNodeBlocker.

Represents a connection to another node.

Finds all nodes within a specified distance from the start.

Added to editors of custom graph types.

Convenience class to access the default implementation of the ITraversalProvider.

Determines how to measure distances to the navmesh.

Updates graphs around the object as it moves.

Updates graphs around the object as it moves.

Helper for creating editors.

Handles fading effects and also some custom GUI functions such as LayerMaskField.

Internal utility class for looking up editor resources.

Target is found when the path is longer than a specified value.

Ending condition which stops a fixed distance from the target point.

Editor helper for hiding and showing a group of GUI elements.

Returns a path heading away from a specified point to avoid.

Calculates paths from everywhere to a single point.

Restrict suitable nodes by if they have been searched by a FloodPath.

Traces a path created with the Pathfinding.FloodPath.

Movement script that uses ECS.

Implements the funnel algorithm as well as various related methods.

Simplifies paths on navmesh graphs using the funnel algorithm.

Base class for all graph editors.

Info about what a ray- or linecasts hit.

Holds a bitmask of graphs.

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.

Helper class for easily updating graphs.

Contains useful functions for updating graphs.

Contains utility methods for getting useful information out of graph.

Generates a grid of nodes.

Information about a linecast hit on a grid graph.

Node used for the GridGraph.

Base class for GridNode and LevelGridNode.

Simplifies a path on a grid graph using a string pulling algorithm.

Simple GUI utility functions.

Calculates an estimated cost from the specified point to the target.

Holds a hierarchical graph to speed up certain pathfinding queries.

Common interface for all movement scripts in the A* Pathfinding Project.

Exposes internal methods for graphs.

Helper functions for graph updates.

Promise representing a graph update.

Interface for something that holds a triangle based navmesh.

Holds a coordinate in (integer) millimeters.

Integer bounding box.

Integer Rectangle.

Interface for handling off-mesh links.

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.

Interface to expose a subset of the WorkItemProcessor functionality.

Grid Graph, supports layered worlds.

Describes a single node for the LayerGridGraph.

Graph for off-mesh links.

Base class for path modifiers which can be attached to GameObjects.

Moves an agent in a circle around a point.

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/navmesh graph updates.

Generates graphs based on navmeshes.

Stores a set of navmesh tiles which can be placed on a recast graph.

Editor for the NavmeshPrefab component.

Nearest node constraint.

Result of a nearest node query.

Connects two nodes with a direct connection.

Connects two nodes using an off-mesh link.

Connects two TriangleMeshNodes (recast/navmesh graphs) as if they had shared an edge.

Manager for off-mesh links.

Helper for enabling or disabling compiler directives.

Base class for all path types.

Customized ending condition for a path.

Represents a single pathfinding tag.

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.

Settings for how an agent searches for paths.

Helper for following a path.

Contains useful functions for working with paths and nodes.

Simple patrol behavior.

Graph consisting of a set of points.

Represents a collection of GraphNodes.

Node used for the PointGraph.

Utility functions for working with polygons, lines, and other vector math.

Moves a grid or recast graph to follow a target.

This class has been renamed to ProceduralGraphMover.

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.

Automatically generates navmesh graphs based on world geometry.

Editor for the RecastGraph.

Explicit mesh object for recast graphs.

Overrides navmesh generation settings for a single mesh or collider.

Updates the recast tile(s) it is in at start, needs RecastTileUpdateHandler.

Helper for easier fast updates to recast graphs.

Advanced AI for navmesh based graphs.

Editor for the RuleTexture rule.

Handles path calls for a single unit.

Modifier which smooths the path.

Blocks single nodes in a graph.

Adjusts start and end points of a path.

Moves the target in example scenes.

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.

Extended Path.

Public Methods

OnGraphDelegate (graph)
OnPathDelegate (p)

Delegate with on Path object as parameter.

OnScanDelegate (script)

Public Enums

CloseToDestinationMode

What to do when the character is close to the destination.

GraphDebugMode

How to visualize the graphs in the editor.

GraphUpdateStage

Info about if a graph update has been applied or not.

GraphUpdateThreading
Heuristic

How to estimate the cost of moving to the destination during pathfinding.

InspectorGridHexagonNodeSize
InspectorGridMode
NumNeighbours

Number of neighbours for a single grid node.

OrientationMode

Determines which direction the agent moves in.

PathCompleteState

State of a path request.

PathLog

How path results are logged by the system.

PathState

Internal state of a path in the pipeline.

ScanningStage

Info about where in the scanning process a graph is.

Side

Indicates the side of a line that a point lies on.

TemporaryNodeType
ThreadCount

Number of threads to use.

Public Typedefs

Math
Palette
Thread