Waypoint Path System


Bring your world to life with NavMesh-driven NPCs. Draw waypoint paths visually in the Scene View, loop, ping-pong & random modes, smooth curves, waits, events and Animator sync, no coding required.


by yqwz


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Waypoint Path System is a designer-friendly tool for making NPCs, animals, vehicles and props walk believable routes on a NavMesh, without writing movement code.


Click in the Scene View to place waypoints, chain them into named paths, and pick how each path is walked: OneShot, Loop, PingPong, or weighted Random. Add Catmull-Rom or Bezier smoothing (with draggable tangent handles) for natural curves that snap to the NavMesh so they stay walkable. Give each waypoint its own speed, pause time and random variance so a crowd never moves in lockstep.


Everything is exposed through UnityEvents and a clean C# API, so paths can react to gameplay: interrupt a patrol with a higher-priority "investigate" path and resume where you left off, sync a walk/idle Animator, drive cutscene actors, or save and restore an NPC's exact progress.


Great for: town and city ambience, guard and enemy patrols, wildlife, background crowds, moving platforms and hazards, parade/traffic routes, and scripted cutscene movement — in any genre from RPG and stealth to sim, tower-defense and adventure.


Fully customizable: full C# source included (namespaced, no DLLs), works in Built-in, URP and HDRP, and ships with a step-by-step PDF manual and a URP demo scene.


Third-Party Assets

The Demo Scene sample uses the Kenney Prototype Kit (models and textures), released under CC0 / public domain. No third-party assets are included in the core Runtime or Editor code.