Lightning fast pathfinding for Unity3D. Whether you write a TD, RTS, FPS or RPG game, this package is for you. With heavily optimized algorithms and a large feature set but yet simple to use, you will be able to make those bots a bit smarter in no time.
Navmesh cutting is used on Recast graphs (automatically generated navmeshes) to provide fast graph updates with high precision even in very large worlds.
Watch a video to see what it's all about!
Really High-quality asset that doesn't fall apart as others
Hey Aron, I want to thank you for this asset pack, I think not many people truly understand how much work you've put into this. I've also written a VXGI in my custom engine a year ago, so I can somewhat relate to your efforts. The whole system is incomparably better than default Unity's navMesh, and I can see Unity proposing to buy your asset in near future (if that's what you want). I really wish you can polish Recast to get rid of minor surface-generation errors, described here, on your forum: [...] Also, I was really relieved that you are providing a way for characters to "flee" from a certain coordinate, getting the navAgent as far as possible. I've been strugging with for so long ...why haven't I purchased your asset earlier? :') And of course your tutorials are amazing. Please polish the Recast, otherwise thank you once again! ps: love your coding styleIgorAherne
The author is super helpful on the forum. He helped me out with my non-trivial performance-intensive use-case of the package. The package itself has a tonne of options. It is sometimes difficult to wrap one's head around all of them. However the documentation is pretty thorough. And if that doesn't help you can get some help from the author. He literally replied within minutes of me writing. The full version is pretty expensive. You will need it if you are writing a performance focused application where there are many objects moving at the same time and interacting - say 50+ objects moving at once. The source code is easy enough to understand to dig through as well if documentation isn't clear on something.julkiewicz
You must defend the Tavern controlling multiples heroes against hordes of enemies.
The A* Pathfinding Project power us to run in a mobile 10 to 20 units in realtime using a 4k nodes grid without any problem, even when doing constant weight updates and using nice modifiers like the Alternative Path modifier.
Explore colonial India through a literary lens in this procedural open world RPG. Branching narratives, combat, stealth and survival mechanics let you tell your own versions of Nobel Prize winner Rudyard Kipling's masterpiece.Check it out
Darkwood - a new perspective on survival horror. Scavenge and explore a rich, ever-changing free-roam world by day, then hunker down in your hideout and pray for the morning light.
The A* Pathfinding Project has been a great tool to use in our project, thanks to how easy it is to get it up and running (I had very little programming knowledge when I started work on Darkwood), the multitude of options and complexity under the hood. A ton of features were available out of the box and fit Darkwood perfectly, with very good settings to optimize the pathfinding for our needs to get that extra inch of performance or shave off a few bytes of memory. We easily extended it to cover the needs for the logic for our lighting system, so that the AI can account for areas that are lit. The support we received during development was also very fast and precise.