Hi everyone!
After a long wait, the A* Pathfinding Project version 2.5 is now released!
For those who don’t know what it is,
The A* Project is a simple to use but yet powerful pathfinding for Unity 3d.
The aim is to create an out-of-the box pathfinding which could be used in any game without having to deal with the complex stuff.
The only thing you need to implement pathfinding in your scripts are 3 lines of code!
This update features a lot of great new stuff such as new grid generators and an improved UI, here’s list of some of the features:
:arrow: A bunch of new grid generators, including:
⁃ Texture Generator : Now you can generate your grids from a texture.
⁃ Mesh Generator : The system does now support true navmeshes.
⁃ Bounds Generator : This generates 4 points around all objects and navigates between them.
⁃ List Generator : You can also place all nodes manually with this grid generator.
⁃ Procedural Generator : If these are not enough, here’s the option to code your own generators.
:arrow: Node linking is now a lot easier, new node linking features are:
⁃ You can now use the scene view to just click where you want the link to start and where it should end, rather than adjusting all positions manually.
⁃ There is also support for one-way links now.
⁃ And, if you want to make some minor corrections to the grid, no problem, you can now use Node Enablers and Disablers.
:arrow: The Seeker script has been heavily updates, for example it now features:
⁃ Sending error messages or empty arrays when the pathfinding couldn’t find a valid path.
⁃ The end position doesn’t need to be snapped to the nearest node now, the pathfinding will return a path to the exact point you searched for.
⁃ And if you want to only search in a specific grid, you might want to have one grid for vehicles and one for by-foot units, it’s now possible.
⁃ Corrected a bug which made the Remove First variable useless since it was hardcoded to True.
:arrow: Although it is not a part of the system, the AI script has been heavily updated too and is now named AIFollow:
⁃ The whole script has been rewritten in C#.
⁃ It has now an option to follow a specific object and execute pathfinding towards it at regular intervals.
:arrow: Other new features are:
⁃ A built in bug reporter.
⁃ An improved UI, a lot of stuff does now have icons, and there are a lot more tooltips.
⁃ Better debugging, for example you can now see exactly which nodes the last path searched, in real-time!
:arrow: Performance is always good, you might think this script is fast, but I have found that by hardcoding certain options I can increase the scripts performance to run twice as fast (although all these new options has slowed it down a bit). A tutorial about this will be released later.
To download the A* Pathfinding Project 2.5 visit A* Pathfinding Project
Thanks to all beta testers and a special thanks to Legionaryu (forum user), he was actually the first one to make it possible to use navmeshes with this system.
Hope you find it great ![]()
-Aron


