[WIP] Simply A* Pro, improved pathfinding

Hello all :smile:

Some of you may know my pathfinding solution Simply A*: Unity Asset Store - The Best Assets for Game Making

For a long time i wanted to improve various aspects of my package, but it quickly became a mess with the existing code.
Also the projects scope is rather big now, so i would not be able to keep the price point for Simply A* at 20$ anymore.
This is not something i like because i think Simply A* fits a large range of products and i want people without too many money to get a fast and good solution for their games still.

So i decided to make a deluxe version for those who needs it called Simply A* Pro:

Simply A* Pro, will contain 3 solutions.

3D Multi layered: Will work for levels containing stuff like buildings with several floors, caves and so on,
will work well for things like FPS, RPGs and more. Main target platform will be PC/MAC/LINUX/CONSOLES, but can be used on all platforms.

3D Single layered: Will work much like Simply A*'s 3D solution now, but with this packages new features (listed below).
Will fit and work well on all platforms. It is highly suited for Top-down games like TD and RTS for example. It is a bit faster than the 3D Multi layered solution.

2D: Will work like the 3D single layered solution but in the XY plane, works well for mobile solutions, and will be tailored for Unitys new 2D system.

The package will feature:

- Same lightning fast foundation of Simply A*, for pathfinding.

- Improved auto generated A* grid for all 3 solutions, can be used for PGC levels.

- Change the map dynamically at runtime, Fast!
just feed it a position and radius and it will update the map in this area.
This solution is much faster than the one in Simply A* and also works for 2D.
Will use a Queue system and Coroutines to make the game run smooth while handling this.

- AI solution with added dynamical obstacle avoidance and more.
Tailored solutions for Rigidbody’s, CharacterController or what ever you need.

- Added multithreading for all pathfinding.

- Lots of tweaking! Set max slope, max step height, max fall down height, tile size and more.

- Easy to setup levels, just set layers and tags on your objects, and make sure they got a colliders on them. Simply A* Pro will handle the rest.

- Example scenes for all solutions with added documentation (tutorial like).

- 30+ page pdf documentation.

I will price it around 40-50$.

Here is a picture of the first generated map for the new 3D Multi layered solution:

I can update a 40x40 grid area in a few ms at the moment! When this is getting queued and put into co routines i can dynamically change even larger parts of the map runtime without any lag.

And all customers with Simply A*, dont worry it will also get a large amount of love when this is done.

I will keep this updated while i finish the solution over the next two months or so.

  • BFGames

Really looking forward to this.

Biggest issue I had with Simply A* was that it didn’t handle buildings that were rotated on the y-axis very well, as I recall it required me to implement some custom code at the time. Will you be allowing for this in the Pro package? For example in the scene above everything is at right angles to one another, what about turning those two blocks 30 and 45 degrees and regenerating the navgrid?

As long as it is grid based it will not be perfect for those, but can show an example. However it is a trade of. You could use a navmesh for your problem, but then you will have other problems elsewhere.

Anyways Simply A* Pro will be delayed till January as i got too much work on my hands at the moment.

As promised: the scene with all rotated objects. Seems to work just fine :wink:

Impressive, looks good!

Thanks

When will "“simply a* pro” be on the market ?

I wonder it~ :slight_smile:

Very much willing to pay $50 for the ability to use grid based on multiple floors, even though I just purchased the original Simply A*.

I see you have other projects on the go but just a friendly bump and hope that you’re still keeping this project in mind soon :slight_smile:

Did not see it before now :slight_smile:

This project is on the hold at the moment, as i use a lot of time on Gunjitsu.

However i might make a dedicated solution to the 2D system of unity soon if i can find a free weekend :smile: