A* Pathfinding Project


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)

I’m sorry for any inconvenience this may cause.

Welcome to the forum! (1)
RTS game pathfinding ( 2 ) (33)
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)
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)
Regarding the use of A* pathfinding with voxel procedural generation (2)
Errors 4.3 rts beta (5)
RichAI pathing problems on Raycast graph update (14)
Flocking and Path Finding (2)
Navmesh, Dynamic Changes, and Saving (4)
New comers seeking help (2)
Switching to grid graph, RTS units dont path (2)
Top down 3D with cubes, AI travel between cubes question (1)
How to tag objects as "Unwalkable" for recast graph (2)
Question about a* pathfinding (4)
PS4 frame skipping with A*4.0.11 (11)
Problem About DynamicGridObstacle (8)
AIPath Rotation causes agent to "strafe" (2)
Pathfinding with a Procedurally Generated voxel word/ terrain? (2)
PickNextWaypointDist (5)
Can't replicate Unity's Navmesh quality (4)