FAQ
Frequently asked questions
Are any nav-meshes generated?
No, pathfinding is generated dynamically so a nav-mesh does not need to be precomputed. Movement is exclusively in 4 and 8-connected directions (think chess rook or queen movement) using 2D grids between discrete cells.
I can't see the path gizmos very well.
In newer Unity Versions, you can see these more easily by disabling "3D Icons" or adjusting "Fade Gizmos"
Future Features
I want you to be happy with the asset! If you need anything specific or want me to expedite anything, email me at silointeractivegames@gmail.com
High Priority
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A* Tile weights
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Agent path avoidance (path objects using tile weights)
Low Priority
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More distance functions
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Additional movement components
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Pathing algorithm configuration per agent
Completed
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Dynamic collision (during movement)
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Closest Target Support
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Multi-threaded support
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More Samples