Flexible Pathfinding System For 3D Environments View on Asset Store (opens in new tab)

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Latest version
1.0.0
Last updated
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Unity version
2022.3.52 or later
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498 KB
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Flexible Pathfinding System For 3D Environments

by Andre702 (opens in new tab)

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This is a cuzomizable pathfinding system focusing on high flexibility, with automatic nav mesh link generation. It is intended to use on 3D environments with special focus on handling vertical variety

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Flexible Pathfinding System For 3D Environments screenshot 1

Flexible Pathfinding System For 3D Environments screenshot 1

About this asset

This package introduces easily implementable, flexible and highly customizable pathfinding system based entirely on Unity basic ai navigation.

It was originally made for Unity 2022 but it also works on Unity 6.0.

It works by introducing a replacement for Unity's NavMeshLink gneration system with much more robust version. it finds connections on each and every edge as long as they are valid by the set settings. It groups edges in case of high resolution topology. The new system does not inpose on standard nav mesh baking. Thanks to this it can be applied seperately and enchance any already baked mesh. No need for manual link palcements, although manually placed links can also be integrated to the system with a single push of a button.

The pathfinding sysetm takes the generated links and determins the optimal path for with specific agent in mind as long as their hitbox is the same as the one set in NavMeshSurface. Based on one navMesh many agents can choose independent paths based on their physical capabilities. These parameters like jump height, jump distance, drop distance can be modified in real time.

The system helps with generating suitable ai navigation environment by auto generating navigation mesh links. This interconnected mesh provides agents with information on all possible routes to all possible places. The agent then chooses the quickest routs which he is able to go through given his abilities.

For setup guide check FPS3DE_User_Setup_Guide in the files

You can also check the github rerpository at:

https://github.com/filipandrzejewski/Flexible-Immersive-Pathfinding-for-3D-Environments

From the publisher's Asset Store listing.

Technical details

For full details check documentation in files (FPS3DE_Technical_Documentation)

The system features:

NavLink Generator

  • Intended to be used in editor mode prior to starting the game
  • Based on baked navmesh attempts to connect valid edges together using NavMeshLink prefabs
  • Parameters for edge validation and link creation are customizable in the component view

NavLink Menager

  • Can be used during the runtime to add more or delete some links from the level if needed
  • Contains main functions for editing the curent scene and enchancing navigation mesh
  • Contains functionalities for path requesting. Adjusts the mesh for individual needs of the character which is requesting a path.

Smart NavMeshLink

  • Is attached to every link prefab
  • Adds a layer of security and assurence when deleting a link from the scene

Player Controller

  • Simple player movement logic
  • Includes an example of requesting path from the NavLink Manager

Physical Statistics

  • Script attached to specific character, including the physical statistics for validating path
  • Includes an extra layer of assurance by constantly checking for invalid movement from a player and attempts to correct it

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
2022.3.52f1 Compatible Not listed Not listed

This Package is made for Built-in pipeline. If you are experiencing problems due to mismatched URP or HDRP and can not view the Environment Showcase Scene, depending on your version try looking for:

Edit -> Renderer Pipeline -> Uniwersal Renderer Pipeline -> Convert Materials

or

Window -> Rendering -> Render Pipeline Converter (and select from Buit-in to your pipeline)

As listed on the Asset Store.