ChronoPath: Extreme Dynamic Pathfinding Engine View on Asset Store (opens in new tab)

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Latest version
1.1.0
Last updated
First released
Unity version
2022.3.62 or later
Package size
2.2 MB
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ChronoPath: Extreme Dynamic Pathfinding Engine

by IsacHe (opens in new tab)

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High-performance native C++ routing engine. 28k-node benchmark: 0.433μs distance eval, 0.333ms path retrieval. Features 19.25M QPS throughput, async hot updates, and strict 0-GC execution.

Price $99.00

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Price history

Last 6 months

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Price history for ChronoPath: Extreme Dynamic Pathfinding Engine, 6 months Current $99.00; lowest $99.00; highest $99.00 in this period. $0 $50 $100 Jul Aug Sep Oct Nov Version 1.1.0 released 2 Jul 2026 v1.1.0

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ChronoPath: Extreme Dynamic Pathfinding Engine screenshot 1

ChronoPath: Extreme Dynamic Pathfinding Engine screenshot 1

About this asset

[ System Overview ]

Traditional heuristic searches (A*) or NavMesh structures frequently encounter CPU bottlenecks and Garbage Collection (GC) latency under massive entity concurrency. ChronoPath is a highly consistent native graph routing engine. Built on a C++ core, it offloads routing computations to unmanaged native memory space, bypassing the Unity Main Thread and managed heap.

[ Performance Baselines ]

(Evaluated on a 28,249-node, 66,722-edge topology using an AMD Ryzen 5 7500F — median of 15 cold-start runs)

- Distance Evaluation: Median 0.433 μs / query.

- Path Retrieval (Node Sequence): Median 0.333 ms / query.

- Dynamic Synchronization: Global graph reconstruction median ~800 ms. Supports background computation with non-blocking foreground query execution.

- System Throughput: Median 19,250,000 QPS under 12-thread concurrent execution.

- Memory Execution: 0-Byte GC allocation throughout standard query and retrieval cycles.

- Stress Test (10,000 Entities): On a 100×80 grid with dynamic exclusion zones, a baseline A* requires 14,002 ms; ChronoPath executes in 91 ms (~154× faster).

[ Core Mechanisms ]

- Decoupled Architecture: Separates cost evaluation from physical memory operations, perfectly suited for massive entity concurrency and simulations.

- Asynchronous State Replacement: Topology modifications (e.g., edge weight updates) trigger background index reconstruction. Foreground query execution continues uninterrupted; the updated state becomes active automatically upon completion.

- Concurrent Execution: The underlying native state supports concurrent reads. Integrates with standard C# Parallel.For loops and async Task scheduling.

- Input Normalization: Automatically sanitizes numeric inputs. Invalid floats (NaN) or out-of-range values are converted into physical discontinuities, maintaining mathematical stability.

[ 5-Step Quick Start (Beginner's Guide) ]

- Step 1 (Initialize): Call new ChronoPathAPI(...) once at startup to feed your map data to the engine.

- Step 2 (Translate IDs): Before querying, use GetInternalId() to translate your custom node IDs into the engine's Internal IDs.

- Step 3 (Query): Create a large reusable array (e.g., new uint[32768]), and pass it to RetrievePath(). Always use Math.Min(actualLen, array.Length) in your loop to safely read the result and prevent out-of-bounds crashes.

- Step 4 (Update Roads): If a road gets blocked, call UpdateEdgeWeight(), then run RebuildAll() in a background Task.Run so the map updates without freezing your game.

- Step 5 (Clean Up): When closing, wait for any background rebuild to finish (.Wait()), then call Dispose() to release native memory and prevent leaks.

[ IMPORTANT - READ BEFORE BUYING ]

- Target Platform: This release provides pre-compiled libraries (DLL) for Windows 64-bit (x86_64) Editor & Standalone ONLY.

- Hardware Recommendation: Standard x86_64 CPU. Processors with AVX2 support are recommended for peak performance, but are not strictly required.

- Unity Job System Restriction: Due to managed array interoperability constraints, the engine API does not support execution within the Unity Burst/Job System.

- Notice: Cross-platform binaries (Android/iOS/macOS/Linux) are NOT included in this package.

[ Contact & Opportunities ]

For cross-platform compilation support, source code licensing, enterprise-level integration, or career opportunities, please contact:

[email protected]

From the publisher's Asset Store listing.

Technical details

  • - Core Languages: C++, C#
  • - Target Platforms: Windows 64-bit (x86_64) Editor & Standalone ONLY
  • - Memory Allocation: 0-Byte GC Allocation during runtime path queries
  • - Thread Safety: Concurrent read design at the native level
  • - Dependencies: Relies on C++ STL and OpenMP (No copyleft third-party open-source licenses, 100% proprietary IP)
  • - Render Pipeline: Independent of render pipelines (Compatible with Built-in / URP / HDRP)

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
2022.3.62t10 Compatible Compatible Compatible Compatible

1. Core: Custom Native C++ DLL (strictly 0-Byte GC allocations during runtime path queries).

2. OS: Windows 64-bit (Editor & Standalone) ONLY. macOS, Linux, and Mobile platforms are NOT supported.

3. CPU: Standard x86_64 architecture. No special instruction sets (such as AVX2 or AVX-512) are strictly required to run, ensuring maximum hardware compatibility across all 64-bit Windows machines.

As listed on the Asset Store.