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Package details
- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 6000.2.7 or later
- Package size
- 595 KB
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- 39
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Keywords
Nav3D | Pathfinding & Navigation for Flying AI
A 3D pathfinding system for flying and swimming agents. Built for developers who need true volumetric navigation beyond Unity's built-in NavMesh.
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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
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.2.7f2 | Compatible | Compatible | Compatible |
As listed on the Asset Store.