View on Asset Store (opens in new tab)
Package details
- Latest version
- 1.0.0
- Last updated
- First released
- Unity version
- 6000.3.11 or later
- Package size
- 96 KB
- Files
- 15
- Favorites
- 3
- Views in the past week
- 6
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $14.99 on
Keywords
AA Star PathFinder
Lightweight A* pathfinding with async grid scanning, Bezier path smoothing, dynamic obstacle support, and zero dependencies. Built for performance.
Affiliate link · Purchases support this site
Price history
Last 6 months
USDAsset preview
1 / 8
AA Star PathFinder screenshot 1
About this asset
AA Star PathFinder is a lightweight, high-performance A* pathfinding system designed for games that need fast, reliable navigation without the complexity of NavMesh. Drop it onto any GameObject, assign a target, and pathfinding starts automatically.
Built with a production-grade architecture — asynchronous grid scanning means zero frame drops during initialization, even on large grids with 70,000+ nodes. Path smoothing with line-of-sight optimization and Bezier curves produces natural, organic movement that looks professional.
Note: AI tools were only used to design the promotional store graphics to visually explain the package's concepts better, alongside actual Unity Editor screenshots.
KEY FEATURES
• A* Pathfinding — Optimized A* algorithm with 8-directional movement and diagonal cost handling.
• Async Grid Scanning — Grid initializes in the background at 10,000 nodes per frame. No lag spikes, no loading screens.
• Double-Buffered Grid — New grids build while the old grid stays active. Zero interruption during re-scanning.
• Bezier Path Smoothing — Raw A* paths are smoothed with LOS optimization and configurable Bezier curves for natural movement.
• Moving Target Support — Automatic path recomputation with configurable interval and distance threshold.
• Obstacle Proximity Penalties — Agents naturally prefer paths that stay away from walls and obstacles.
• Minimum Passage Width — Prevents agents from squeezing through gaps that are too narrow.
• Dynamic Obstacles — Mark/unmark grid nodes as blocked at runtime via simple API.
• Visibility-Aware Lookahead — SphereCast-based line-of-sight checks for intelligent path following.
• Curvature Speed Control — Automatically slows agents in tight turns for realistic movement.
• Demo Follower Included — Drop-in PathFollower component for immediate testing, with full API for custom integration.
• Scene Debug Visualization — Grid, path, and guidance gizmos for easy debugging.
From the publisher's Asset Store listing.
Technical details
• Algorithm: A* with 8-directional movement, diagonal corner cutting prevention
• Grid: 2D grid with CheckSphere-based obstacle detection
• Async Scanning: 10,000 nodes/frame default (configurable 1K-50K)
• Path Smoothing: LOS optimization + Bezier curves (configurable segments 2-12)
• Moving Targets: Configurable recompute interval (0.2s-3s) and distance threshold (1m-20m)
• Obstacle Avoidance: Proximity penalties + hard-block erosion for minimum passage width
• Height Support: Automatic raycast height snapping on final path
• No NavMesh required
• No third-party dependencies
• All render pipelines supported (pipeline-independent — no shaders)
• Minimum Unity Version: 2022.3 LTS
• Platforms: All platforms supported (no compute shaders or platform-specific code)
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.11f1 | Compatible | Compatible | Compatible |
PIPELINE SUPPORT
• All render pipelines — this asset contains no shaders or rendering code.
• Works with Built-in, URP, and HDRP.
REQUIREMENTS
• Unity 2022 LTS or higher
• Physics system (uses Physics.CheckSphere for grid scanning and Physics.SphereCast for LOS)
PLATFORMS
• All platforms supported (Windows, macOS, Linux, iOS, Android, WebGL, consoles)
As listed on the Asset Store.