Pathfinding with a Procedurally Generated voxel word/ terrain?

I’ve seen games like creativerse implement pathfinding while using Procedurally Generated voxels and I was wondering how could I do this with A*

Right now in my project I cannot figure out what to do I’ve been following this tutorial from an archive…dex.php/posts/unity-voxel-block-tutorial-pt-8 here’s my project with a little enemy which is a flame but I cannot get them to pathfind. I did get A* working with a normal terrain, plane etc, but when trying to apply the same method to a proc generated voxel terrain it doesn’t work the enemy just stands still.


For a voxel world, a layered grid graph might work well.
Note that you will need colliders on the terrain for the graph to be able to detect it.

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