A* Pathfinding Project Pro | A* Pathfinding Project Free | Unity Pro | SimplePath | |
---|---|---|---|---|

Cost | $100 | free | free or a paid subscription | $57 |

Source Code Included | ||||

Access to pathfinding data (nodes, mesh in navmesh graphs etc.) | raw data access not possible, api calls for some things exist | |||

Multiple Graphs | but only one graph type | |||

Node Penalties | per Navmesh Layer | |||

Grid Graphs | ||||

Graph Updates | ||||

2D Pathfinding | ||||

2D Physics API Support | for grid/point graphs | for grid/point graphs | ||

Graph Linecast | ||||

Textures for penalty | ||||

Point Graphs | ||||

Graph Updates | ||||

Sparse Graph Optimization | ||||

Navmesh Graphs | ||||

Graph Updates | only existing nodes | only existing nodes | only existing nodes | |

Navmesh Cutting | ||||

Graph Linecast | ||||

Recast - Automatic Navmesh Generation | ||||

Graph Updates | ||||

Layered Grid Graphs | ||||

Graph Updates | ||||

Graph Linecast | ||||

Hexagonal Graphs | ||||

Isometric Grid Graphs | ||||

Extendable Path Modifiers e.g smoothing | ||||

Path smoothing | ||||

Funnel algorithm (string pulling) | ||||

Precise control over which nodes can be traversed and their penalties per path calculation | ||||

Separate Pathfinding Thread | ||||

Any number of pathfinding threads | ||||

Local avoidance | ||||

Cached startup: no calculation time at start | ||||

Graph recalculation in-game | ||||

Manual Node links | ||||

Advanced pre-processing to speed up pathfinding | ||||

Pathfinding Tags/Layers | ||||

Multiple Heuristics (manhattan, euclidean etc.) | only supports euclidean | |||

Specialized path types | None included, but possible to write your own | |||

Graphs can be saved to file | only in the editor, not using a script | |||

Bounding Box Trees for navmeshes (much faster nearest node queries) |

If you find anything which is wrong on this list. Please post a comment in the support forum.