This is a paid asset, but now you can download it totally free. However, please keep in mind that this package is only provided for studying or testing the product prior to purchasing it, not for business functions.
Overview :
This package includes high performance, modular, and scalable navigation for agents. It was developed with DOTS in mind. As a result, it takes advantage of Unity’s latest technology stack.
Highlights:
What navigation features are contained in this package?
- Unity NavMesh multithreaded support 3D
- Avoidance 2D/3D
- Flocking (Alignment, Cohesion) 3D
- Separation 2D/3D
- Collision 2D/3D
Can I use this in non-ECS/DOTs code?
- Yes, there is a hybrid workflow where game objects are synced with entities. This allows you to use this package in object-oriented programming, too. Of course, it should be expected that performance will be slightly worse.
Can I use it with ECS?
- Yes, this package uses ECS.
What game genres does this navigation target?
- This package was developed as a foundation for any navigation needs. However, this early version is currently focused on 3D/2D RTS, MOBA, RPG, and shooter-style genre games.
Can I extend functionality?
- Yes, the package was designed with the idea that it could be extended, as every game has unique needs for AI navigation. This solution is highly modular, allowing for the simple addition and removal of existing behaviors. However, to extend functionality efficiently, you will need to have knowledge of ECS.
Can I use this package with other pathfinding solutions (e.g., A* Pathfinding Project Pro, AnyPath)?
- The solution in this package is very modular, so users can extend it to use different solutions without needing to modify this package. There are plans for future collaboration with other pathing packages.
Can I use this for crowd flow?
- Yes and no. Currently, there is no implementation of motion fields or vectors, which usually produce the best results for huge crowds. However, current navigation also produces smooth motion in large groups. In the future, I plan to add motion fields.