Awesome
A* pathfinding for Unity
2D focused pathfinding asset for Unity3D. Blog to preview.
Features
- Finding path from point A to Point B
- Moving unit from point A to Point B
- Dynamic collider check to create smoother paths.
- Randomizive when paths are calculated
- Calculate new path only when target moves
- Option to prevent corner cutting
- Weighted paths
- Show calculated path
- Updating nodes to check if they are walkable (Useful grids that are changing, but this is really expensive)
- Option to change heuristics (Can change algorithm work like standard A*, Dijkstra's or greedy best first)
- Use a Binary Heap to maintain your open list.
- Option to run pathfinding on other thread
Bugs
- Sometimes cuts corners
- If seeker node is out of bounds, it causes error
- If target is unreachable, game lags because it tries to search the whole grid.
ToDo
- Improved inspector
- React to other units (ex. Avoids other units moving in path)
- Recalculate path if colliders around unit are changing
- Precalculate grid
Authors
- Mika Savolainen - @WaweTheWaras Feel free to ask any questions!
License
This project is licensed under the MIT License - see the LICENSE.md file for details