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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"Grid Builder


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

  • A* Tile weights

  • Agent path avoidance (path objects using tile weights)

Low Priority

  • More distance functions

  • Additional movement components

  • Pathing algorithm configuration per agent

Completed

  • Dynamic collision (during movement)

  • Closest Target Support

  • Multi-threaded support

  • More Samples