I’m considering buying the A* Pathfinding Project asset, but I’d like to make sure it fits my needs. I’d really appreciate it if you could answer my questions.
I’m working on a limitless 3D open world where new ground meshes (not terrain, meshes with mesh colliders) (mountains, plains, rivers…) is generated as the game progresses. The world also spawns many trees, rocks, and other objects. I use Indirect GPU Instancing to render them, and for detections I place an empty GameObject with a MeshCollider (based on the object’s mesh).
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Since I can’t use a baked NavMesh system, I need a fully dynamic solution that can handle very large worlds. Can A* Pathfinding Project support this?
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There will be many agents, but they don’t need optimal long-distance paths. Is there a way for an agent to calculate only the path to the nearest reachable point within a radius, and then continue pathfinding from there once it arrives?
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In some cases (e.g., moving to a building), I need the agent to find and move to the closest accessible point on the target. If the target itself isn’t reachable (e.g., inside walls), the agent should stop at the closest point instead of endlessly trying to reach the exact target position. Is this possible?
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Can A* work purely with colliders for navigation (without relying on meshes), since most objects in my world are GPU-instanced and only their colliders exist in the scene?
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I made a climbing feature and agent may fall from it, can it be done with this asset?