A* Pathfinding Project

General   Recast graph

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)
Detect if RichAI is on Recast Graph (9)
Agent repathing to previous corner after it has been passed (14)
4.3.5 - Error generating grid graph (6)
Manually add / remove objects to / from recast graph during editor scan (3)
Issue connecting mesh to terrain (8)
RichAI Agent repathing and including the last corner, causing agent to turn and walk back. This cycle then repeats a few times before the agent continues on their way (1)
The enemy moves to the coordinates below the player's coordinates (2)
Players Crashing Pathfinding.PathProcessor:CalculatePathsThreaded (2)
Series of Path failed warning leads to crash (4)
Seeker.GetCurrentPath() returns a Path with NULL .path & .vectorPath (2)
Issues with recast on large objects and agents ignoring collisions (3)
[Suggestion] Only draw gizmos nearby (3)