Nav3D | Pathfinding & Navigation for Flying AI View on Asset Store (opens in new tab)

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1.0
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6000.2.7 or later
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Nav3D | Pathfinding & Navigation for Flying AI

by m6io (opens in new tab)

1 rating, too few to average

A 3D pathfinding system for flying and swimming agents. Built for developers who need true volumetric navigation beyond Unity's built-in NavMesh.

Price $65.00

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Price history for Nav3D | Pathfinding & Navigation for Flying AI, 6 months Current $65.00; lowest $65.00; highest $65.00 in this period. $0 $50 $100 Jun Jul Aug Sep Oct Nov

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About this asset

Nav3D is a voxel-based pathfinding system designed for games with flying, swimming, or zero-gravity movement. Unlike Unity's NavMesh, which is constrained to walkable surfaces, Nav3D generates navigation data throughout a 3D volume. It is designed specifically for projects requiring true 3D navigation, such as space simulators, underwater games, or levels with complex verticality.

Please note: This is a programmer's tool. You'll need a baseline understanding of Unity C# to create your own agents. Examples and API doc are provided for reference.

The workflow is straightforward: define a navigation volume, bake to generate navigation data (this can be done ahead of time or you can write scripts to do this programmatically for run-time baking, useful for procedurally generated environments), then use the pathfinding API to request paths for your agents. 

In short: the system handles the heavy lifting of A* pathfinding in 3D space while you focus on the movement and behavior logic.

The package includes several example agents (including a combat drone with state machine AI) that demonstrate the API and serve as starting points for your own implementations. 

Best suited for: space games, underwater environments, flying enemies, aerial combat, tracking missle systems, cave systems, or any game with significant vertical movement.

From the publisher's Asset Store listing.

Technical details

  • Volume-Based Navigation: Generate 3D navigation data from scene colliders.
  • True 3D Pathfinding API: A C# interface to calculate paths in all three dimensions, ideal for flying, swimming, or zero-gravity logic.
  • Agent-Size Aware: Considers agent radius during connectivity baking for accurate, collision-free paths.
  • Asynchronous API: Request paths without blocking the main thread, ensuring smooth runtime performance.
  • Burst-Accelerated Baking: Optional Burst compiler support for significantly faster bake times.
  • Reachability & Connectivity Analysis: API to query if a point is reachable and identify disconnected "islands" of navigable space.
  • Path Smoothing & Splines: Includes optional path post-processing (straight-line and spline-based) accessible via script.
  • Editor Debugging Tools: In-scene visualizers to test paths and check reachability, streamlining development and debugging.
  • Example implementations: Simple path followers, modular behavior controllers, and a complete combat AI agent

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.2.7f2 Compatible Compatible Compatible

As listed on the Asset Store.