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A * Pathfinding Project Pro

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€71.50

Quick Overview

The A * Pathfinding Project is an advanced pathfinding system for Unity 3D.

 

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€71.50

Details

The A * Pathfinding Project is an advanced pathfinding system for Unity 3D, it provides a powerful and blazing fast base to build your AI on, may it be an RTS, FPS or a TD game, this package fits them all. You can use the included AI scripts to for example follow the player around, and it won't even affect the FPS much because the pathfinding can be run in a separate thread leaving the main thread free to process more of those cool special effects you want to have.

Features

  • All major graph structures

    The system supports Point, Navmesh and Grid graphs. None of them are ?hard-coded? into the system, but written as add-ons which means that it is easy to add you own

  • Multithreaded

    The system can optionally be run in a separate thread which means that pathfinding will have barely no effect at all on the game?s fps

  • Path modifiers

    Paths can be post-processed using path modifiers, for example using the funnel algorithm, raycast simplification simple smoothing using bezier curves or other smoothing algorithms

  • Automatic navmesh generation

    The system uses Recast translated to C# to automatically generate stable navmeshes from any level geometry

  • Graph updating

    Many graph types can be updated during runtime when, for example a new tower is placed in a TD game

  • Blazing fast

    The system can search more than a thousand nodes per millisecond. A normal path often takes less than a millisecond to calculate

  • Grid Graphs

    Grid graphs can be set up on any ground, they can be rotated and scaled however you want

  • Navmesh Graphs

    Navmesh graphs provide very high accuracy and lighting fast searches while keeping a low memory footprint

  • List Graphs

    Aka ?Point Graphs? can be set up from a collection of Unity GameObjects, can it get easier?

  • Interconnected graphs

    All graphs can be mixed an matched together using Links placed in the editor (yes you can have several different types of graphs active at once)

  • Graphs saved to files

    Graphs can be saved to files, both in the editor and during runtime and loaded later

  • Low memory footprint

    All graphs have been optimized for memory, and memory leaks are nowhere to be found. Compared to 2.9x version of the system, the memory usage is less than 15%, and 2.9x had huge memory leaks, so those 15% soon becomes 10% or even less after some time in gameplay.
    The occasional lag caused by the GC due to poor memory management is gone as far as I know it too now

  • Easy integration

    A path request is a single line of code! Need to smooth the path? Add a smooth modifier component, not a single line of code needs adding, the system handles it

  • Documentation

    Documentation powered by Doxygen!

  • Optimized and specialized search modes

     

    Want your Resource Gatherer to find the path to the nearest resource, or do you just want your civilians to find any path which takes them away from the evil enemies? You can do that in a single path request! Search modes available are: Normal, Multiple Target, Flee and Random. But as with the graphs and path modifiers, all of these are written as add-ons, they are not hard coded into the system which means that you can add your own specialized search modes without modifying the pathfinding core!

  • For more info, visit developer website


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