My own implementation of A* Pathfinding over Navmesh and beyond

Great stuff. Very clever with those portals. How does it compare to the Unity Pro’s version of pathfinding in terms of routing?

Thank you iKnorad. To be honest I haven’t used Unity’s navmesh a lot so I cannot give you a very confident answer. But I bet Unity’s is very optimized. That been said, for my implementation, the computation is instant, and the path generated are 90% percent the most optimized route while the other 10% percent is due to the nature of A* algorithm as I discussed here:

Basically it’s because I use the geometry center of a polygon as the node position, so if the polygon is a big one, then there is some inaccuracy