Unity NavMesh 2D Pathfinding
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Updated
Nov 18, 2024 - C#
Unity NavMesh 2D Pathfinding
A C# priority queue optimized for pathfinding applications
A lockstep solution include lots of deterministic library (Math,Collision,Navmesh,BehaviorTree,Serialization ...)
DotRecast - a port of Recast & Detour, Industry-standard navigation mesh toolset for .NET, C#, Unity3D, games, servers
A .NET Standard class library providing map generation, path-finding, and field-of-view utilities frequently used in roguelikes or 2D tile based games. Inspired by libtcod
A fully dynamic planar navmesh for Unity supporting agents of any size
Simulation of path planning for self-driving vehicles in Unity. This is also an implementation of the Hybrid A* pathfinding algorithm which is useful if you are interested in pathfinding for vehicles.
A fast 2D path finding library based on the A* algorithm. Works with both grids and graphs. Supports any .NET variant that supports .NETStandard 2.0 or higher. This library has no external dependencies. The library is licensed under the MIT license.
BFS, Greedy Best-First Search, Dijkstra and A* path finding algorithms
FyWorld - Base-Building / Simulation Game & Tutorial in Unity
An simple and optimized grid pathfinding
Implementation of Near-Optimal Hierarchical Pathfinding (HPA*) algorithm in Unity, tested with maps from Dragon Age: Origins
A very simple 2d tile-based pathfinding for unity, with penalty supported
Hex-grid utilities for board and strategy games with path-finding, field-of-view, and more
A 2D A Star (A*) pathfinding implementation in C# focused on ease of use
A* written in C#, used with LINQ.
First person shooter with Unity terrain and AI pathfinding (http://gdev.tv/cudgithub)
Dijkstra's Pathfinding Algorithm Unity Implementation. (Not being maintained by me, it is just an experiment.)
A visualizer for the core search algorithms used in AI and game development. Special thanks to Amit Patel and his cool tutorials for providing me with the inspiration. #MadeWithUnity
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