NavMeshPlus
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NavMeshPlus | divert | |
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7 | 1 | |
1,540 | 28 | |
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4.6 | 4.4 | |
21 days ago | 17 days ago | |
C# | Rust | |
MIT 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.
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What are some alternatives?
tile - Tile is a 2D grid engine, built with data and cache friendly ways, includes pathfinding and observers.
kn - kn — nvgt/fldrs/qckly
dotsnav - A fully dynamic planar navmesh for Unity supporting agents of any size
ai-series-part-37 - In this tutorial repository and accompanying video you will learn how to make your NavMeshAgents break down obstacles that block their path. The agents will consider if a particular path is worth going through by breaking down the obstructions or if pathing around them is more worthwhile.
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.
grid_pathfinding - Pathfinding on grids using jumping point search and connected components.
PixiEditor - PixiEditor is a lightweight pixel art editor made with .NET 7
Daemon - The Dæmon game engine. With some bits of ioq3 and XreaL.
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.
Recast/Detour - Industry-standard navigation-mesh toolset for games
2D-Astar-Pathfinding-in-Unity - A 2D implementation of the Astar Pathfinding algorithm using Tilemaps in Unity
SwarmBot - 🐜 A performant, autonomous bot launcher for Minecraft