dmotion
dotsnav
dmotion | dotsnav | |
---|---|---|
1 | 4 | |
465 | 438 | |
0.0% | 0.0% | |
0.9 | 0.0 | |
about 1 year ago | over 1 year ago | |
C# | C# | |
GNU General Public License v3.0 or later | zlib License |
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dmotion
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?
Uween - Lightweight tween library for Unity.
NavMeshPlus - Unity NavMesh 2D Pathfinding
ecs-messages - Messages broadcasting service with auto handling messages lifetime for Unity DOTS ECS.
Latios-Framework - A Unity DOTS framework for my personal projects
VertexAnimation - Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS.
Megacity-Sample - Megacity is a sample showcasing streaming a large scale environment. It also contains an action-packed, multiplayer shooter mode. It leverages the power of Netcode for Entities for an immersive, multiplayer experience that can support 64+ players simultaneously.
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.
SUSMachine - A Simple Unity State Machine with a nice API and automatic transition support. No reflection, string names, or need to inherit anything.
Ecstasy - Simplest powerful ECS for Unity. Flexible and fast. Works w/ Burst
UnityHFSM - A simple yet powerful class-based hierarchical finite state machine for Unity