Fantasy AI Dynamic Navigation On Sale!!

Hey everyone, so Tornado Twins and myself have launched an AI sale on GamePrefabs!

Dynamic Navigation Only $40.00!

Experience the most powerful pathfinding solution that exists for Unity. Create high resolution infinite multilevel grids with dynamic obstacles of any size or shape move around and update perfectly. Create navigation portals, for jumping areas, ladders, elevators and infinite other possibilities!

Dynamic Navigation is 100% compatible with Fantasy AI right out of the box. Combine the 2 to give your game the best AI!

Store Link: http://gameprefabs.com/products/show/692

Forum Thread: http://forum.unity3d.com/threads/154639-Dynamic-AI-Project-Navigation-Released

Fantasy AI Only $50.00!

Find out why near 1000 people have chosen the most powerful out-of-the-box AI solution. With over 1000 man hours put into this solution, we put in the time, so you don’t have to.

Store Link: http://gameprefabs.com/products/show/653

Forum Thread: http://forum.unity3d.com/threads/125753-Fantasy-AI-2.0-RELEASED

Bump for the evening. Don’t miss out on this sale!

Happy Saturday everyone! Looking for a completely dynamic pathfinding solution? Well I can help NAVIGATE you in the right direction. :wink: #CheesyJoke

Don’t miss out on these amazing deals!

This sale won’t last! So go get it! :slight_smile:

So it’s dynamic; does it work with generated levels at run time?

You can create a new grid at any moment with great efficiency. However depending on the size of the grids you wish to create you will experience lag. I am currently working on a feature that generates grids around the player dynamically. But currently grid creation occurs in one frame.

Obstacles within the grid can be 100 percent dynamic though.

Hmmm, so broadly how does it work, do you send it a bunch of geo to make a new grid with? Then assign the ai the new mesh to use?

Geo? Not sure what you mean. If your walkable areas never change this can be a completely dynamic system. For example, you could instantiate an entire maze dynamically if you wanted to(As long as the maze objects have the Dynamic Obstacle script attached). BUT, you could not instantiate a new walk-able area without creating a new grid(Which is still very fast anyway, depends how high resolution you need).