Ultimate A* Pathfinding Solution View on Asset Store (opens in new tab)

Package details

Latest version
1.02
Last updated
First released
Unity version
2020.3.31 or later
Package size
313 KB
Files
15
Favorites
177
Views in the past week
47

Price tracking

Last checked
Tracked since
Lowest recorded
Free on

Keywords

Ultimate A* Pathfinding Solution

by aoiti (opens in new tab)

4.3 / 5 · 13 ratings

Ratings by stars
Number of ratings for each star rating
5 stars 7
4 stars 5
3 stars 0
2 stars 0
1 star 1
  • Price drop

Ultimate A* Pathfinding Solution contains the necessary algorithm to apply A* pathfinding to any situation, whether the scene is made of tiles, colliders, nodes. 2D or 3D!

Discount -100% Previous price $9.99 Price Free

Get it free on Asset Store (opens in new tab)

Affiliate link · Purchases support this site

Price history

Last 6 months

USD
Price history for Ultimate A* Pathfinding Solution, 6 months Current Free; lowest Free; highest $9.99 in this period. $0 $5 $10 Jun Jul Aug Sep Oct Nov

Asset preview

1 / 1

Ultimate A* Pathfinding Solution screenshot 1

Ultimate A* Pathfinding Solution screenshot 1

About this asset

This A* pathfinding solution contains Pathfinder class designed to fit any situations as long as the class is supplied with a method that calculates a heuristic approximation of distance between two nodes/points or any other objects, and a method that returns connected nodes/points or objects of same type and their distances as floats.

From the publisher's Asset Store listing.

Technical details

Usage:

Pathfinder<T>() mypathfinder= new Pathfinder<Vector3>(HeuristicDistance, ConnectedNodesAndStepCosts,calculatorPatience);

mypathfinder.GenerateAstarPath( A, B, out path);

T: Any class or struct that has a way to measure distance between its instances. Examples are; Vector3, Vector2, Vector3Int etc. It can even be a custom class as long as there is a measurable distance between its instances.

HeuristicDistance: any method name that takes two T instances and returns an aproximate distance

ConnectedNodesAndStepCosts: any method name that takes a T instance and returns a dictionary of its neighbours as the keys and distances to the neighbours as the values.

calculatorPatience: the number of steps that the algorithm calculate before giving up. It is a safety precaution for testing. I advise starting with 100 or less and increasing to 9999 or more after testing.

GenerateAstarPath: returns true if exists a path from starting instance to ending instance, and outputs a list of adjacently connected T instances that lead to the target (path).

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
2020.3.31f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.