NavMeshPlus
dotsnav
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NavMeshPlus | dotsnav | |
---|---|---|
7 | 4 | |
1,535 | 438 | |
- | 2.7% | |
4.6 | 0.0 | |
15 days ago | over 1 year ago | |
C# | C# | |
MIT License | zlib License |
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NavMeshPlus
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2D Navmesh?
h8man/NavMeshPlus: Unity NavMesh 2D Pathfinding (github.com)
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Hoping for some advice: what's the best way to keep large crowds of enemies from overlapping each other?
If you want to use navmesh in 2d for local avoidance, I have used https://github.com/h8man/NavMeshPlus in the past and it works. License is MIT so completely free to use for anything.
- How to fix objects "jittery" when using navmesh 2d following player ?
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I used unity Navmesh Agent to make the Pets follow the player. I think this AI Movement is the best way to navigate when working on a top down Map. I still noticed a small glitch with certain modifier components though..
So basically what I used in one of my small projects was https://github.com/h8man/NavMeshPlus NavMeshPlus. Haven't tried A* algorithms yet.
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AI to follow the player through a top-down game with tilesmap
There's a 2D alternative: https://github.com/h8man/NavMeshPlus
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Experimenting with basic pathfinding and enemies.
Using NavMeshPlus to create some basic path finding, it works very well with surprisingly very little setup. Also started work on some tileset art.
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Made some ally bots that will help you fight in our upcoming game! Will be our first game so this is pretty cool for us
But if you were wondering how to do the bots, we used: -NavMeshPlus for pathfinding.
dotsnav
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How did do you program a funnel algorithm
Have you taken a look at the funnel implementation in dotsnav? If I recall, it was a relatively clear and clean implementation that could be useful as a reference. https://github.com/dotsnav/dotsnav
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Severe Performance Issues with NavMesh/Optimization (and a few other things)?
With as many as 5,000 units, you might want to look into a DOTS solution like DotsNav.
- Added local avoidance to DotsNav, an open source fully dynamic planar navmesh
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DotsNav is fully dynamic navmesh for Unity supporting agents of any size. Built on DOTS it is fast enough to add and remove many obstacles each frame, but can be used through monobehaviours
github.com/dotsnav
What are some alternatives?
tile - Tile is a 2D grid engine, built with data and cache friendly ways, includes pathfinding and observers.
Latios-Framework - A Unity DOTS framework for my personal projects
ai-series-part-20 - This tutorial repository is the end state of the AI Series Part 20 - Weighted Random Spawning video where we implement a new spawn method and define these spawn configurations in ScriptableObjects.
VertexAnimation - Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS.
PixiEditor - PixiEditor is a lightweight pixel art editor made with .NET 7
dmotion - DMotion - A high level Animation Framework for Unity DOTS
ai-series-part-31 - learn how to show a path to a specific target without using a NavMeshAgent. We'll calculate the path on a NavMesh from the player's current location (controlled via a Third Person Controller) to the target location, and show that with a LineRenderer. The path calculation has a few knobs to turn, how high above the NavMesh to draw the line and how frequently to recalculate the path.
divert - Rust bindings for Recast Navigation.
Ecstasy - Simplest powerful ECS for Unity. Flexible and fast. Works w/ Burst
2D-Astar-Pathfinding-in-Unity - A 2D implementation of the Astar Pathfinding algorithm using Tilemaps in Unity
zfrag - Zen Game in which you can manually defrag a virtual Hard Disk, Made with Unity.