But they are already included in the starter project. When you set up your own projects, you can download these components from that GitHub repository. Unity has basic NavMesh functionality built-in, but it provides more robust mesh generation and pathfinding through an open-source project called NavMesh Components. A mesh like this is called a Navigation Mesh, so Unity’s tech for this has the abbreviated name NavMesh. That is, just like a 3D model, the graph used for pathfinding can be represented with vertices connected by edges. Games often represent the pathfinding graph with a mesh. You can even use A* with maps of the real world: The intersections of roads are nodes, and roads are the connections between nodes. A* can work with other shapes, too! All the algorithm needs is a graph of connected nodes, and a grid of squares is merely one such graph. The A* articles mentioned earlier discuss pathfinding on a grid of squares, but the algorithm does not require a map like that. Instead, it’s right on to Unity’s pathfinding approach! Navigation Meshes This tutorial won’t explain A* in detail right here because, well, you can read those excellent explanations. This one explains the steps independent of any particular tech stack. For a deeper look, this article offers an illustrated, interactive guide to the algorithm. There’s even an A* article on this site, which discusses the algorithm in the context of iOS development. The A* algorithm is commonly employed for pathfinding in all sorts of computing environments - it’s not specific to Unity. You can choose from several algorithms for pathfinding, but A* is a great choice in all but a few specialized situations. Pathfinding in GamesĪI characters in games often must find the best path to take to reach their destination. If you’re new to Unity, start with our Introduction to Unity: Getting Started tutorial. Note: This is an intermediate-level tutorial, which assumes you already know the basics of how to operate Unity.
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