Path Pro By MONS
MON Studios LLC
$49.99
$100.00
50%OFF
(no ratings)
Date |
Price |
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日期和时间 |
价钱($) |
11/07(2024) |
100.0 |
11/20(2024) |
49.99 |
11/21(2024) |
49.99 |
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3D grid-based pathfinding featuring A*, Weighted A*, Greedy Search, Dijkstra, BFS, and DFS algorithms; includes path smoothing, curving, and movement scripts with avoidance and roaming behaviors.This Unity asset offers comprehensive 3D grid-based pathfinding solutions, implementing a variety of algorithms including A*, Weighted A*, Greedy Best-First Search, Dijkstra, Breadth-First Search (BFS), and Depth-First Search (DFS). It features path smoothing and curving for realistic and natural movement paths. The package includes movement scripts that support avoidance behavior, allowing agents to flee from targets or navigate around obstacles, as well as random roaming for more dynamic and unpredictable agent movement.The asset supports dynamic obstacle detection and walkability checks, ensuring that pathfinding adapts in real-time to changes in the environment. With customizable settings for path smoothing, curving resolution, and movement speed, developers have fine-grained control over agent navigation behaviors. Ideal for game developers seeking to implement sophisticated AI navigation and movement in their 3D Unity projects, this asset simplifies the integration of advanced pathfinding techniques.*3 Main Scripts-GridManagerPathPro-PathfindingManagerPathPro-MovementPathPro*3 Bonus Scripts-CameraFly-DelayedEnabler-MazeGenerator*5 Example Scenes -ObjectScene-MazeScene-RampScene-ChaseScene-CrowdScene1. Grid and Node Management:Node Class:Represents individual cells in a grid.Contains properties such as walkability, world position, grid coordinates, and pathfinding costs (gCost, hCost, fCost).Tracks parent nodes for path retracing.GridManagerPathPro Class:Creates and manages a 2D grid of nodes based on specified world size and node radius.Implements dynamic walkability checks using Unity's physics system to detect obstacles.Supports adjustable grid settings, including cell height and walkability check intervals.Includes methods to retrieve nodes from world positions and find neighboring nodes.2. Pathfinding Algorithms:Implemented Algorithms:A* (A-Star): Finds the shortest path using heuristics to estimate cost to the goal.Weighted A*: Variation of A* that uses a weight factor to influence path selection.Greedy Best-First Search: Prioritizes nodes closest to the goal, faster but may not find the shortest path.Dijkstra's Algorithm: Explores all possible paths to find the absolute shortest path without heuristics.Breadth-First Search (BFS): Explores equally in all directions; guarantees the shortest path in unweighted graphs.Depth-First Search (DFS): Explores as far as possible along each branch; may not find the shortest path.PathfindingManagerPathPro Class:Contains methods for each pathfinding algorithm.Allows for dynamic selection of algorithms at runtime.Supports path smoothing and curving options for each algorithm.Implements helper methods for retracing paths and calculating distances.3. Path Smoothing and Curving:Path Smoothing:Removes unnecessary nodes from the path to create more direct routes.Checks for walkable straight lines between nodes to prune the path.Path Curving:Replaces sharp turns with smooth Bezier curves for natural movement.Adjustable parameters:Curve Resolution: Determines the number of interpolated points on the curve.Bevel Size: Controls the size of the curve's smoothing effect.Customization:Enable or disable smoothing and curving for each algorithm individually.Adjust bevel size and curve resolution to fine-tune path appearance.4. Movement Scripts:MovementPathPro Class:Handles agent movement along calculated paths.Supports settings for speed, path visualization, and target positions.Features avoidance behavior:Agents can flee from targets when within a specified danger zone.Safe zone distances can be set to define when agents stop fleeing.Includes random roaming mode:Agents can move to random walkable points within the grid.Roaming range is adjustable.Movement Behaviors:Agents can dynamically switch between following paths, avoiding targets, and roaming.Movement is updated in real-time, with options to recalculate paths based on movement thresholds.5. Visualization and Debugging:Grid Visualization:Uses Unity's Gizmos to draw the grid in the editor.Walkable and unwalkable nodes are color-coded (e.g., white for walkable, red for unwalkable).Path Visualization:Paths are drawn using LineRenderer components.Different colors represent different algorithms (e.g., blue for A*, red for Weighted A*).Visualization can be toggled on or off.6. Dynamic Environment Handling:Walkability Checks:Nodes update their walkability status based on the presence of obstacles.Walkability checks can be performed at set intervals.Agents respond to changes in the environment, recalculating paths as needed.Event System:GridManagerPathPro includes an event to notify when the grid is updated.Agents subscribe to these events to react promptly to environmental changes.7. Performance and Optimization:Efficient Algorithms:Algorithms are implemented with performance in mind, using data structures like heaps and hash sets where appropriate.Open and closed sets are managed efficiently to optimize pathfinding calculations.Adjustable Settings:Developers can fine-tune settings like walkability check intervals and path recalculation thresholds to balance performance and responsiveness.8. Extensibility:Modular Design:Classes are designed to be easily extendable.New algorithms or movement behaviors can be added without significant changes to the existing codebase.Customization:Developers can adjust grid sizes, node radii, and algorithm-specific parameters to suit their project's needs.Supports modifications for unique game mechanics or AI behaviors.