A* Pathfinding Project


Welcome to the forum! (1)
RTS game pathfinding ( 2 3 ) (49)
Navmesh Penalty by Unity Tag (3)
RVOAgent stuck when other RVOAgents Lock (9)
Basic Boat AI - how? (5)
Overlaping when using many rvo agents (2)
Updating a layered grid graph bounds without removing previous nodes (2)
Memcpy - Null ref 4.3.4 beta (3)
Entity only going to first node, then vibrating rapidly (3)
AI Pathfinding on large terrain (3)
SeekerComponent.pathCallback gets called more often than when it reaches its destination (3)
Found a crash in RichPath (v.4.3.5) (1)
RVO Agents Shaking (12)
How about license! (3)
Can I use this for Oculus Quest Development? (3)
NullReferenceException when I destroy NavmeshCut GameObject (3)
Reloading scene sometimes messes up the Obstacle Layer (2)
How to improve creation time of recast graph (2)
Agent keeps walking into wall (2)
Need help implementing a system that puts penalties on nodes that are not in cover (6)
Navmesh cutting and object pooling (2)
Limit range for calculated path in a 2D grid graph (3)
Admin will be away from the 9th of August until around the 20th of September. During this time I will be able to respond to support requests, however it may take longer than usual (3)
PathReturnQueue.cs ReturnPaths profiler mismatch (2)
ECS + RVO Simulator (3)
RVOController doesn't work until properties edited through inspector (9)
Issue StartMultiTargetPath vs StartPath (2)
Why is Symmetry Breaking Bias capped so low? (4)
Combine Mecanimbridge with non-walking root motion animations (3)
Threading Issue? AI not pathing until debugger is connected or editor is clicked (4)