A* Pathfinding Project

Can I use this for Oculus Quest Development? [Uncategorized] (3)
Detecting the Node Link [Beginner Questions] (2)
RTS game pathfinding ( 2 ) [Uncategorized] (38)
RichAI / AIPath behaviour on RecastGraph update [Beginner Questions] (2)
How to avoid extra Lerp when changing paths? [General] (2)
Comparing A* to NavMesh for a school project [Beginner Questions] (4)
Freeze when targeting cut off node [General] (5)
Best approach for multiplayer pathfinding? [Beginner Questions] (8)
Different penalties based on layer mask [Beginner Questions] (2)
onTraverseOffMeshLink end or start [Beginner Questions] (2)
NullReferenceException when I destroy NavmeshCut GameObject [Uncategorized] (3)
Reloading scene sometimes messes up the Obstacle Layer [Uncategorized] (2)
The pathfinding doesnt seem to stick to the navmesh [Beginner Questions] (3)
Is there NavMesh.FindClosestEdge similar function? [Navmesh graph] (4)
RichAI + RVO Controller and Node2's not working [General] (1)
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 [Recast graph] (1)
Setting Player as Obstacle [General] (2)
Upgrading from basic, old AILerp [General] (3)
Wrong Path while I make a people queue [Point graph] (1)
How to improve creation time of recast graph [Uncategorized] (2)
Grid graph on terrain with procedurally generated obstacles [Beginner Questions] (2)
Hope A* new version can include the spherical navigation demo like the v4.1.20 [General] (4)
What is wrong with my A* project [Beginner Questions] (16)
Grid Graph vs Recast for position evaluation? [General] (10)
Considering to buy, but have few questions! [General] (2)
The enemy moves to the coordinates below the player's coordinates [Recast graph] (2)
Agent keeps walking into wall [Uncategorized] (2)
Need help implementing a system that puts penalties on nodes that are not in cover [Uncategorized] (6)
Navmesh cutting and object pooling [Uncategorized] (2)
RichAi spawn / despawn [General] (7)