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Top 23 Navmesh Open-Source Projects
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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
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DotRecast
DotRecast - a port of Recast & Detour, Industry-standard navigation mesh toolset for .NET, C#, Unity3D, games, servers
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ai-series-part-32
Learn how NavMeshAgent obstacle avoidance works... in DEPTH! In this deep dive into NavMeshAgent avoidance you'll learn 5 key takeaways for improving NavMeshAgent avoidance using the Unity Navigation System, no external assets needed!
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ai-series-part-27
In this tutorial repository you will learn how to make NavMeshAgents surround a target instead of blindly chasing to the center point of their target at a customizable radius.
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ai-series-part-35
In this tutorial repository you will learn how to make NavMeshAgents move on a NavMesh with a curved path.
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ai-series-part-29
Learn how to make NavMeshAgents find valid cover spots from another target object.
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ai-series-part-2
Full project of the end state of the AI Series Part 2 video where we've add jumping with NavMeshLinks
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ai-series-part-30
In this tutorial repository you will learn how to make NavMeshes with Moving and Rotating Platforms that are traversable by NavMeshAgents. This is officially unsupported and comes with some limitations on how it can work.
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ai-series-part-10
Full project of the end state of the AI Series Part 10 video where we implement a flying enemy!
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ai-series-part-43
Learn how to find the OffMeshLinks (high level component: NavMeshLink) that a NavMeshAgent will take on their current path
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ai-series-part-17
In this tutorial repository I show how to upgrade the AgentLinkMover script provided by Unity in the NavMesh Components repository to allow configuring Agent Move Method per NavMesh Area Type
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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.
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ai-series-part-22
Tutorial repository for AI Series Part 22, which is Part 2 of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21 and implemented a new channeled ability - fire breath
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ai-series-part-26
In this tutorial repository you will learn how to select units with either a click. shift+click (to add/remove), and click+drag to bulk select units utilizing a singleton SelectionManager with automatically registering SelectableUnits that can have their path set with a right click of the mouse.
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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.
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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.
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ai-series-part-24
Tutorial repository for AI Series Part 24, which is the 4th and final part of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21, 22, and 23 to implement a new instant-cast ability - poison gas
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bullet-trails
In this tutorial you will learn how to create trails on bullets using a TrailRenderer that can be configured on a bullet-prefab level
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h8man/NavMeshPlus: Unity NavMesh 2D Pathfinding (github.com)
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
Navmesh related posts
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How did do you program a funnel algorithm
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Navmesh and advanced movement.
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Pathfinding code help
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Created a satisfying new ability for my wobbly physics based action RPG
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Severe Performance Issues with NavMesh/Optimization (and a few other things)?
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Isometric - Best approach to learn and create a game
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Make your NavMeshAgents Move Along Bezier Curved Paths | AI Series Part 35 | Full Tutorial in Comments
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A note from our sponsor - SaaSHub
www.saashub.com | 4 May 2024
Index
What are some of the best open-source Navmesh projects? This list will help you:
Project | Stars | |
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1 | Recast/Detour | 6,222 |
2 | NavMeshPlus | 1,535 |
3 | dotsnav | 438 |
4 | DotRecast | 397 |
5 | leadbot | 62 |
6 | gonav | 50 |
7 | divert | 28 |
8 | ai-series-part-32 | 19 |
9 | ai-series-part-27 | 15 |
10 | ai-series-part-35 | 14 |
11 | ai-series-part-29 | 9 |
12 | ai-series-part-2 | 6 |
13 | ai-series-part-30 | 6 |
14 | ai-series-part-10 | 6 |
15 | ai-series-part-43 | 5 |
16 | ai-series-part-17 | 5 |
17 | ai-series-part-20 | 5 |
18 | ai-series-part-22 | 5 |
19 | ai-series-part-26 | 5 |
20 | ai-series-part-31 | 5 |
21 | ai-series-part-37 | 5 |
22 | ai-series-part-24 | 5 |
23 | bullet-trails | 4 |
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