A* Pathfinding Project

General   Recast graph

About the Recast graph category (1)
Recast scan with GraphUpdateShape incredibly slow (7)
Any way to exclude specific objects from recast navmesh baking? (8)
NavMeshCut produces too much garbage when PointOnEdgeException appears on debug log (1)
Recast graph - exclude ground under houses (6)
Scanning recast graph for procedural runner game (20)
Unexpected results from AstarPath.active.GetNearest with disabled Node Links (1)
Restricting NodeLinks and NavMeshCuts to specific agents (3)
How to not create paths under intersecting geometry? (5)
Path inside building (3)
GraphUpdateScene - object share recast mesh triangles (10)
Possible crashes related to A* (4)
Critical bug with unwalkable areas (7)
GraphUpdateScene - layered sloping surfaces (6)
Problems with RVO when multiple agents are spawned in the same place (5)
RVOSimulation terrible performance on Recast graph (12)
SECTR 2019 + A* Pathfinding Project (19)
Static, non-walkable trees update graph runtime - solution for bad performance (1)
Possible Memory Leak? Using Unity Memory Profiler using Astar4.2.11 (2)
How to make RichAI stick to Recast graph? (3)
Recast graph not generating correctly after project upgrade with HDRP (6)
NavmeshCut on Recast graph in editor mode (while scanning) (8)
Advanced Questions for Navmesh Generation / Recast Graph and Standalone editor (3)
Recast graph pathfinding with funnel modifier produces unoptimal paths (10)
Large streaming world, world moving around origin to avoid float issue (7)
Hello I have a question about Recast graph (2)
How to make NPC avoid other NPCs while chasing player? (4)
Pathfinding errors (17)
Agent path issue (13)
Multiple Units on Recast Graph Conflict (2)