Category Archives: Unity

Local Avoidance

I have been trying to get some local avoidance working. It’s such a crucial part of AI movement and very close to pathfinding. So after reading quite a lot of papers about it I started coding my own attempt at … Continue reading

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A* Pathfinding Project 3.0 is Released!

So finally I have released version 3.0 of the A* Pathfinding Project. This version is a rewrite of everything. The user interface is completely new and it seems to be a tiny bit faster too, especially when counting with that … Continue reading

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Version 3.0 Sent to the Asset Store

Version 3.0 of the A* Pathfinding Project has now been sent to the Unity Asset Store for validation. Hopefully they will accept it.

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Version 3.0 Update

Hi everyone. Version 3.0 release date is nearing. So I thought I should share some news: New features I have implemented since the last video. Path pooling (reduces memory allocations) Max slope and max climb settings for grid graph More … Continue reading

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Small update for the pathfinding project – V2.94

A small update is available for the A* Pathfinding Project. 2.94 adresses a small issue which made it incompatible with Unity 3.2, but now it is compatible again! Download

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A* Pathfinding Project v2.5 is released!!

Hi everyone. This release has been delayed for quite a long time, but now it is finally released for everyone to download! I have added a lot of things in this update, the thing many have been waiting for is … Continue reading

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ACME – The Game, demo online

Hi Now I have a demo of my latest game “ACME” (will change to a better name when I come up with one) online. The story, which is also under construction, goes like this: The Evil Guy is trying to … Continue reading

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Pathfinding 0.9 released!

Hi Now I have made an update to my pathfinding system. This is a major update since the previous version didn’t work so well on complex areas, this version can find it’s way almost anywhere. I have completely rewritten the script … Continue reading

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