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AnyPath

AnyPath is a lightning-fast, customizable A* pathfinding solution for Unity, leveraging Unity's job system and Burst compiler for optimized performance.
AnyPath Asset Image AnyPath is a lightning-fast, customizable A* pathfinding solution for Unity, leveraging Unity's job system and Burst compiler for optimized performance.

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$24.99
Category:
ToolsBehavior-ai
Developer:
Bart van de Sande
Price:
$24.99
Rating:
(7 reviews)
Favorites:
108
Supported Unity Versions:
2020.3.16 or higher
Current Version:
1.6
Download Size:
1.16 MB
Last Update:
Nov 18, 2024
Description:
AnyPath is designed for intermediate to advanced programmers who need total control over their data layout and fast pathfinding. It's a completely generic solution that uses Unity's job system and Burst compiler to provide lightning-fast performance. The package includes a range of features, such as customizable graph data structures, support for various movement types, and efficient managed layer that hides the complexity of managing native jobs.

The package includes a 3D voxel grid, a 2D square grid, a hexagonal grid, and a 3D navigation mesh with support for curved surfaces. It also includes a specialized platformer 'waypoint' graph and a range of utility classes, such as burst-compatible quadtree and octree implementations, a 3D mesh welder utility, and a burst-compatible priority queue.

AnyPath is not a drop-in solution for AI, but rather a framework that provides a high degree of customizability. It's ideal for games and applications that require complex pathfinding and navigation.

Key features include:

* Customizable graph data structures using generic types
* Support for various movement types, including 2D and 3D grids
* Efficient managed layer that hides the complexity of managing native jobs
* Burst-compatible quadtree and octree implementations
* 3D mesh welder utility
* Burst-compatible priority queue
* String pulling algorithms for straightening paths on a navigation mesh
* Geometry and math-related utility functions

AnyPath is available for $24.99, a price drop from $29.99.
Technical Details:
Version 1.5:

* A 3D voxel grid that's easily extendable with out of the box support for various movement types.
* Zero allocation finders! Managed path finding queries now have the option to reduce managed allocations, allowing them to be used without creating any garbage at all.
* Dijkstra algorithm supports edge modifiers.
* The NavMesh can now generate more straight paths for grid like meshes.

Version 1.4:

* Managed Dijkstra finder
* Dramatic octree and quadtree performance improvements

Version 1.3:

* New graph: LineGraph, a versatile 3D waypoint system
* New graph: NodeGraph, a simple 3D node based waypoint system

Version 1.2:

* Fast welding of vertices together using Unity's Job system, useful for large graphs and frequent updates
* Can be populated and calculated inside of a burst compiled job now, useful for frequent updates
* AABB triangle overlap queries, useful for cutting out triangles in a given area
* Breaking change: The NavMeshGraph constructor using NativeArrays now makes an internal copy of the data. Which prevents memory safety issues and allows the graph to be generated on another thread.

Version 1.1:

* PlatformerGraph: Fast welding of vertices together using Unity's Job system, useful for frequent updates
* PlatformerGraph: Can be populated and calculated inside of a burst compiled job now, useful for frequent updates
* PlatformerGraph: Graph can be drawn using the PlatformerGraphDrawer with automatic joining of vertices, making it extremely easy to generate a graph on the fly
* Fast copying of NavMesh, Platformer Graph, Quad- and Octree

Version 1.0:

* Completely customizable graph data structures using generic types
* Grids or any number of dimensions are supported
* Leverages Unity's Job system and the Burst compiler, so performance and multithreading by default
* Works in jobs and with Unity ECS by utilizing the core building blocks in the AnyPath.Native namespace.
* A managed layer on top of the native code that is extremely easy to use
* Fully automated memory management (Non-ECS only). No need to worry about multi threading or race conditions, even when rebuilding your graph structure live.
* "Evaluate Only" requests that skip reconstructing a path in cases where it is sufficient to only check if a path exists, saving resources!
* Native support for adding extra stops in between the start and the goal of a request.
* Planning by giving a request a set of target objects
* Target picking by evaluating a set of target objects. Automatically generating a path to it.
* Target picking by evaluating which target is closest on the graph.
* Validating and reserving targets (Non ECS) without race conditions.
* "Edge Modifiers" that allow for applying small changes to a graph without the need to rebuild the entire graph. A door being open or closed for instance.
* Batch pathfinding operations. Evaluate multiple paths in a single job.
* ALT heuristics for any type of graph, which can significantly speed up pathfinding on very large and complex graphs.
* Object pooling is used where possible, so very low GC pressure
* 2D square grid
* Hexagonal grid
* 3D navigation mesh with support for curved surfaces
* A specialized platformer 'waypoint' graph
* Full source code included
* The built in graphs also come with some utility classes that are neccessary for them to work properly, which you can use for your own custom graphs or any other kind of use you see fit:
* Burst compatible quadtree and octree implementations optimized for raycast queries.
* A 3D mesh welder utility, which welds together very close vertices on meshes.
* Burst compatible priority queue
* String pulling algorithms for straightening paths on a navigation mesh
* String pulling algorithm for usage with realtime steering behaviour
* Various geometry and math related utility functions
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