|
A* Pathfinding Project
4.1.2
The A* Pathfinding Project for Unity 3D
|
| This page shows how to get pathfinding working in a 2D game | |
| How to access graphs and nodes | |
| 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 | |
| Brief overview of the different graph types | |
| This page is about working with the A* Pathfinding Project when deploying for iPhone/Android | |
| How to use the A* Pathfinding Project from Js | |
| How to use the local avoidance in the A* Pathfinding Project | |
| This page explains how to integrate local avoidance in your own movement scripts | |
| How to write custom local avoidance obstacles | |
| Navmesh cutting is used for fast recast graph updates. | |
| Some tips on how to improve performance | |
| 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 | |
| How to precalculate graphs and store that data | |
| Explains how tags can be used to restrict where different characters can walk | |
| 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 | |
| Tutorial on how to make a wandering AI | |