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A* Pathfinding Project
3.8.6
The A* Pathfinding Project for Unity 3D
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| All data in the graphs can be accessed | |
| 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 | |
| Just some random facts about the system: | |
| Get Started with the A* Pathfinding Project | |
| Getting Started with the A* Pathfinding Project - Part 2 - Navmeshes | |
| There are several different graph types included in the project, and there is the availability to create your own | |
| This page is about working with the A* Pathfinding Project when deploying for iPhone/Android | |
| The A* Pathfinding Project is written in C#, but it can be used from Javascript (Unityscript) by the click of a button | |
| How to use the local avoidance in the A* Pathfinding Project | |
| If you read the Local Avoidance tutorial, you should have been through the step where you added an RVOSimulator | |
| Navmesh cutting is used for fast recast graph updates. | |
| There are various ways to increase the performance of the system | |
| 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 | |
| Saving and Loading Graphs | |
| Tagging nodes and areas is a powerful feature | |
| 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 | |