Advanced pathfinding pro View on Asset Store (opens in new tab)

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1.0
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6000.3.9 or later
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Advanced pathfinding pro

by Gardyju (opens in new tab)

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Production-grade pathfinding for Unity 6. Grid, NavMesh, Volumetric, Hex, Tilemap graphs. A*, HPA*, Flow Fields, ORCA avoidance, formations, async multithreading. Full source code.

Price $69.00

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Last 6 months

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Price history for Advanced pathfinding pro, 6 months Current $69.00; lowest $69.00; highest $69.00 in this period. $0 $50 $100 Jul Aug Sep Oct Nov

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Advanced pathfinding pro screenshot 1

Advanced pathfinding pro screenshot 1

About this asset

Advanced Pathfinding Premium is a complete pathfinding suite built for games that need more than Unity's built-in NavMesh.

Five graph types — Grid, NavMesh (multi-level with vertical sampling), Volumetric (true 3D voxel navigation), Hex, and Tilemap — covering every game type from 2D roguelikes to space combat simulations.

ALGORITHMS

- A* with priority queue and zero-allocation hot path

- HPA* hierarchical pathfinding for 1000×1000+ grids (40–80× faster than flat A*)

- Flow Fields for hundreds of agents toward a shared goal

- ORCA local avoidance with spatial grid acceleration (scales to 500+ agents)

- Influence Maps for tactical AI decision-making

- Async multi-threaded path queue with reader-writer graph locking

- Path smoothing, reachability queries, multi-target pathfinding

AGENT SYSTEMS

- PathfindingAgent — per-agent A* with deadlock recovery and lookahead

- FlowFieldAgent — shared flow field for crowds and swarms

- FormationManager — 11 formation shapes (Wedge, Line, Column, Circle, Box, Diamond, Staggered, Echelon, Crescent, Flanking, Grid)

- GroupMovement2D — adaptive ring spacing for tight 2D environments

- ORCA collision avoidance — smooth agent-to-agent separation at any scale

- DynamicObstacle — runtime obstacles with automatic graph sync

- SmartDynamicObstacle — doors and gates with state, events, and agent invalidation

- TerrainPenalty — soft cost zones for mud, roads, danger areas

TECHNICAL

- Full source code included

- Unity 6.3+ compatible

- Works with Built-in, URP, and HDRP

- New Input System support

- NativeArray-backed graphs, Burst-friendly architecture

- Async pathfinding uses ThreadPool workers, callbacks always on main thread

- Zero per-frame allocations on hot paths

INCLUDED DEMO SCENES

- 3D ground pathfinding with formations

- 2D top-down dungeon with Tilemap

- Volumetric underwater simulation with flow field crowds

- NavMesh multi-level platform scene

Full documentation included covering every component, graph type, and API method.

Support: [email protected] — under 12 hours response, every business day.

From the publisher's Asset Store listing.

Technical details

Features:

- 5 graph types: Grid, NavMesh (multi-level), Volumetric (true 3D), Hex, Tilemap

- A* pathfinding with binary min-heap priority queue and version-stamped closed set

- HPA* hierarchical pathfinding for large grids — 40-80x faster than flat A* on 500x500+

- Flow Fields for crowd movement — compute once, scale to hundreds of agents for free

- ORCA local avoidance with spatial grid acceleration — tested to 500+ agents

- Async multi-threaded path queue — ThreadPool workers, callbacks on main thread

- Reader-writer graph lock — concurrent searches, safe runtime obstacle updates

- Influence Maps for tactical AI — threat awareness, retreat/attack positioning

- Reachability Query — flood fill connectivity check without full path computation

- Multi-Target Pathfinder — nearest target by actual path cost, not straight-line distance

- Path smoothing — line-of-sight optimization plus collinear waypoint removal

- FormationManager — 11 formation shapes with deadlock recovery

- GroupMovement2D — adaptive ring spacing for tight 2D environments

- DynamicObstacle — runtime moving obstacles with automatic graph sync

- SmartDynamicObstacle — stateful doors/gates with agent path invalidation

- TerrainPenalty — soft cost zones (mud, roads, danger areas)

- AgentAnimator — Animator integration for both PathfindingAgent and FlowFieldAgent

- NativeArray-backed graph storage — Burst-friendly, cache-coherent layout

- Zero per-frame allocations on all hot paths

- Full source code included

- Custom inspector with tabbed UI for PathfindingManager

- Runtime debug overlay (press D) with path visualization and performance stats

Supported OS:

Windows, macOS, Linux, iOS, Android

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.3.9f1 Compatible Compatible Compatible Compatible

Compatible with all render pipelines.

As listed on the Asset Store.