NavMeshComponents VS Godot

Compare NavMeshComponents vs Godot and see what are their differences.

NavMeshComponents

High Level API Components for Runtime NavMesh Building (by Unity-Technologies)
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NavMeshComponents Godot
22 2,745
2,957 83,900
0.5% 1.9%
0.0 10.0
12 months ago 3 days ago
C# C++
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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NavMeshComponents

Posts with mentions or reviews of NavMeshComponents. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-01-16.
  • what am i doing worong?
    1 project | /r/unity | 7 Dec 2023
  • Asking for some help or advice on runtime navmesh baking in Unity.
    1 project | /r/Unity3D | 20 Mar 2023
  • Issue with NavMesh thin break
    1 project | /r/Unity3D | 19 Mar 2023
    So if you use the github Navmesh Components, you can change the voxel height and tile size manually. That MIGHT be able to fix the seam issue you have.
  • A* pathfinding on Procedurally generated terrain.
    1 project | /r/Unity3D | 12 Mar 2023
    There's a Brackeys tutorial on this, but it's four years old and to get it to work you'll have to add unity.ai.navigation as a package. It used to be included in UnityEngine.AI, but now it's referred to as experimental in the documentation as well as the Navigation window in 2021 LTS. It hasn't been updated in three years so I assume that experiment failed. Below is how to achieve the same thing with the current built in functionality.
  • Godot for AA/AAA game development – What's missing?
    3 projects | news.ycombinator.com | 16 Jan 2023
    I've been using Unity for a few months now and what is most frustrating is how lazy the company presents itself.

    They basically found that the Asset Store is such a huge source of revenue for them that they now completely over-leverage it and abuse the community for profit. For the few things they do ship, they routinely break things for backwards incompatibility or literally just ship half complete "products". If you want to do anything meaningful in Unity you either have to build it yourself from the ground up or buy plugins.

    An example: their AI navigation system is so lacking in features, they haven't updated it in nearly two years, and the last ship they did was literally half broken and buggy for several use cases. https://github.com/Unity-Technologies/NavMeshComponents

  • Multiple NavMeshBaking at Runtime
    1 project | /r/Unity3D | 21 Nov 2022
    I assume the ai package you included was the same as this https://github.com/Unity-Technologies/NavMeshComponents ? If so I would look at the examples there and adapt the local navmesh builder to your usecase. You don't need to run it every frame, you could run it every X seconds or after travelling a certain distance to save performance.
  • Pathfinding for AI in a 3D procedurally generated world?
    1 project | /r/proceduralgeneration | 3 Sep 2022
    If you want to stick with standard unity stuff to start with, the Unity NavMeshComponents are a good start:
  • Good asset for 3D Platformer AI?
    1 project | /r/Unity3D | 21 Jun 2022
    1)The built in Navmesh of unity. I prefer using NavMeshComponents https://github.com/Unity-Technologies/NavMeshComponents
  • Adding NavMeshModifier at run time
    1 project | /r/unity | 16 Jun 2022
    You can use NavMeshBuilder.UpdateNavMeshDataAsync to bake parts of a new navmesh at runtime in a very efficient way (i.e. won't slow down framerate), but the documentation is both confusing and nearly non-existent. The best way to learn how to do this properly is to carefully study Unity's LocalNavMeshBuilder code and extrapolate. I seriously wish they'd expand on this and make it more accessible, but so far this is the best I've found.
  • Question: Where can I find the navmeshhit?, I am using the 2021 Unity version
    1 project | /r/unity_tutorials | 9 Feb 2022

Godot

Posts with mentions or reviews of Godot. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-05-01.

What are some alternatives?

When comparing NavMeshComponents and Godot you can also consider the following projects:

UnrealCLR - Unreal Engine .NET 6 integration

bevy - A refreshingly simple data-driven game engine built in Rust

JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.

o3de - Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.

Cocos2d - Cocos2d-x is a suite of open-source, cross-platform, game-development tools utilized by millions of developers across the globe. Its core has evolved to serve as the foundation for Cocos Creator 1.x & 2.x.

GDevelop - :video_game: Open-source, cross-platform game engine designed to be used by everyone.

Panda3D - Powerful, mature open-source cross-platform game engine for Python and C++, developed by Disney and CMU

ursina - A game engine powered by python and panda3d.

Spring RTS game engine - A powerful free cross-platform RTS game engine. - Report issues at https://springrts.com/mantis/

raylib - A simple and easy-to-use library to enjoy videogames programming

flame - A Flutter based game engine.

Torque3D - MIT Licensed Open Source version of Torque 3D from GarageGames