PathFinderAI-[Volumetric-Voxel 3D/2DAstarNav] View on Asset Store (opens in new tab)

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1.0
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Unity version
6000.3.6 or later
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PathFinderAI-[Volumetric-Voxel 3D/2DAstarNav]

by liambilly (opens in new tab)

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high-performance pathfinding system built for Unity using C# Jobs, Burst Compiler, and NativeCollections. It supports 2D and 3D grids, multiple units in parallel, and custom traversal logic per agent.

Price $45.00

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PathFinderAI-[Volumetric-Voxel 3D/2DAstarNav] screenshot 1

PathFinderAI-[Volumetric-Voxel 3D/2DAstarNav] screenshot 1

About this asset

Description

Pathfinding Agent is a high-performance pathfinding system for Unity designed to handle multiple AI agents efficiently using Unity's C# Job System, Burst Compiler, and Native Collections.

The system supports both 2D and 3D grid-based navigation and allows developers to define custom traversal logic for different types of units such as characters that can walk, jump, climb, swim, crawl, or fly.

Unlike traditional single-threaded pathfinding solutions, this package performs parallel path calculations across multiple agents, making it suitable for large simulations, strategy games, RTS games, and AI-heavy environments.

The system is designed to be extensible and modular, allowing developers to integrate their own movement logic while using the provided high-performance pathfinding backend.

Key Features

High Performance Pathfinding

  • Uses Unity C# Jobs + Burst Compiler for multi-threaded pathfinding.
  • Optimized with NativeCollections for low memory overhead.
  • Supports parallel pathfinding requests for multiple agents.

Flexible Grid System

  • Generic Grid architecture supporting both 2D and 3D navigation.
  • Built-in world-to-grid conversion utilities.
  • Efficient neighbor lookup and grid indexing.

Customizable Agent Behaviour

Agents integrate with the system by implementing the IUnit interface, allowing developers to define:

  • Agent position and destination
  • Movement capabilities (walk, jump, swim, fly, crawl, climb)
  • Custom movement states
  • Traversal costs and restrictions
  • Transform synchronization with Unity objects

Parallel Path Requests

Multiple agents can request paths simultaneously using Burst-compiled jobs, making the system suitable for large numbers of AI units.

Path Optimization

Includes:

  • Path retracing
  • Path simplification
  • Efficient node traversal

Debugging Tools

Includes Gizmo-based debugging tools for visualizing:

  • Navigation nodes
  • Generated paths
  • Traversal logic

These tools help quickly debug navigation behavior during development.

How It Works

  1. Add the Surface component to your scene.
  2. Configure the grid size and node radius.
  3. Assign obstacle layers using Unity colliders.
  4. Implement the IUnit interface for your agent.
  5. Register the agent with the surface to begin pathfinding.

The system will automatically process path requests using parallel Burst jobs.

Included Systems

  • Core navigation grid supporting 2D and 3D environments.Grid
  • Manages the navigation grid and agent registration.Surface Component
  • Defines how agents interact with the pathfinding system.IUnit Interface
  • Burst-compatible data structure used internally by pathfinding jobs.UnitData Struct
  • Handles A* pathfinding calculations.PathRequest Job

Requirements

  • Unity 2023.3 or newer (tested up to Unity 6.3)
  • C# Jobs SystemUnity packages:
    Burst
    Collections

Optional:

  • Cysharp UniTask (used in example workflows but not required)

Limitations

  • While the destination is recalculated at runtime, the grid walkable areas and obstacle areas are only calculated once

Suitable For

  • RTS games
  • Simulation games
  • AI crowd systems
  • Strategy games
  • Large-scale NPC movement systems

Support

For questions or technical support:

Email: [email protected]

WhatsApp: +254741862123

This asset does not include art assets or character controllers.

Movement logic must be implemented by the user through the IUnit interface.

Third-Party Content:

This asset uses AI-generated textures created with Unity AI tools (Unity Muse).

See Third-Party Notices.txt for details.

From the publisher's Asset Store listing.

Technical details

Technical Specifications

-Supported Unity Versions

  • Unity 2023.3 (LTS) or later.
  • Full support for both URP (Universal Render Pipeline) and HDRP (High Definition Render Pipeline).

-Supported Platforms

  • PC: Windows, macOS, Linux
  • Mobile: Android, iOS

Consoles: PlayStation, Xbox, Nintendo Switch

  • WebGL: Fully functional on WebGL builds
  • VR/AR: Supports Unity XR (Virtual Reality/Augmented Reality) development

-Graphics API Compatibility

  • DirectX 11/12: Supports DirectX for Windows builds.
  • OpenGL / OpenGL ES: Compatible with macOS, Linux, and mobile platforms.
  • Metal: Fully supported on macOS and iOS devices.
  • Vulkan: Supported on compatible devices for high-performance rendering

-Required Dependencies

This asset relies on the following Unity packages:

• com.unity.inputsystem

Used for handling player input in the included examples.

• com.unity.2d.sprite

Required for rendering sprites used in the example scenes.

• com.unity.2d.tilemap

Used for grid-based navigation examples.

• com.unity.burst

Improves performance of pathfinding calculations.

• com.unity.collections

Provides optimized native collections used by the pathfinding system.

• com.unity.mathematics

Used for high-performance math operations.

• com.unity.recorder

Used only for editor recording utilities included in the toolkit.

• com.unity.editorcoroutines

Used for editor tools that perform asynchronous operations in the Unity Editor.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.3.6f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.