Advanced pathfinding pro


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


by Evolutiongames103


Price History +

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: evolutiongamesunity@gmail.com — under 12 hours response, every business day.