Omni Nav 3D


Queries and pathfinding run in Burst-compiled code, with A* and Lazy Theta* search ... A living world. ... Flyers can land on Omni Nav surfaces and follow combined walk-fly routes, perfect for ...


by Delta Tech Studios


Price History +

3D navigation for flying agents: drones, jetpack heroes, flying creatures and gunships. Fast Burst pathfinding through full 3D space, with landing and walk-fly routes.
  • Full 3D pathfinding for flying agents through tiled sparse voxel octrees
  • Burst-compiled queries, raycasts and search: A* and Lazy Theta* with Quality, Balanced and Fast presets
  • Time-sliced path scheduler with priorities, cancellation, callbacks and Awaitable
  • Partial paths and path smoothing
  • Height bands, cost and avoid zones, climb costs and energy budgets
  • Agent avoidance for swarms
  • Dynamic tile updates and non-blocking runtime re-bakes
  • Landing on Omni Nav surfaces and combined walk-fly routes
  • Background, batch and runtime baking
  • One-click scene setup plus a Setup and Validation window with Fix buttons
  • Built-in, URP and HDRP
  • Hero Showcase, Feature Gallery, Stress Test and five focused demo scenes
  • Works with the Input System, the legacy Input Manager or both
  • Full PDF manual with API reference

Omni Nav 3D is navigation for things that fly. Drones weaving through a city, jetpack heroes boosting across rooftops, dragons diving through canyons, gunships hunting down a target: Omni Nav 3D finds paths through full 3D space, around, under, over and through your level, not just across the ground.

Unity's NavMesh only knows about floors. Omni Nav 3D bakes the open air of your level into a compact sparse voxel octree, so flying agents know exactly where they fit, where they don't, and the smartest way through.


Fast enough for swarms. Queries and pathfinding run in Burst-compiled code, with A* and Lazy Theta* search and Quality, Balanced and Fast presets. A time-sliced scheduler spreads requests across frames with priorities, cancellation and callbacks, so dozens of flyers can plan at once without frame spikes. Paths are smoothed for natural, banking flight.


Flight that feels designed. Keep flyers inside a height band, steer them away from no-fly zones with cost volumes, make climbing cost more than diving, and give them energy budgets. Built-in avoidance keeps a swarm from colliding, and the flying mover handles the motion for you.


A living world. Moving obstacles and changing levels are handled with dynamic tile updates and non-blocking runtime re-bakes, so doors, bridges and destructible cover can change the airspace while the game runs.


Land and walk. Flyers can land on Omni Nav surfaces and follow combined walk-fly routes, perfect for jetpack heroes and creatures that switch between ground and air.


Set up in one click. GameObject > Omni Nav 3D > Set Up Scene fits a volume around your level, picks a voxel size, bakes it and places a flying agent. The Setup and Validation window checks your scene and fixes common problems. Missing Burst, Collections or Mathematics packages are installed for you.


See it in action. The Canyon Hero Showcase, a Feature Gallery with a station for every feature, a city-scale Stress Test, and demos for swarms, dynamic obstacles, height bands and zones, jetpacks and walk-fly hybrids. A complete PDF manual with API reference is included.


Need agents that walk on walls and ceilings? See Omni Nav, which shares the same Core.