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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

Sample