Pixel Rogue Sample
Path: Samples/Scenes/roguelike_pixel.unity
This includes a synced grid manager that handles movement and dynamic obstacles where all object declare intention and claim tiles in priority order.
This is a great place to see a real-world implementation of the asset using static and dynamic paths with queued path requests and closest targets.
- Player Pawn: tries to reach the key
- Follow Agents: try to reach the player
- Patrol Agents: patrol between multiple points
