Nav3D | Pathfinding & Navigation for Flying AI
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A 3D pathfinding system for flying and swimming agents. Built for developers who need true volumetric navigation beyond Unity's built-in NavMesh.Nav3D is a voxel-based pathfinding system designed for games with flying, swimming, or zero-gravity movement. Unlike Unity's NavMesh, which is constrained to walkable surfaces, Nav3D generates navigation data throughout a 3D volume. It is designed specifically for projects requiring true 3D navigation, such as space simulators, underwater games, or levels with complex verticality.Please note: This is a programmer's tool. You'll need a baseline understanding of Unity C# to create your own agents. Examples and API doc are provided for reference.The workflow is straightforward: define a navigation volume, bake to generate navigation data (this can be done ahead of time or you can write scripts to do this programmatically for run-time baking, useful for procedurally generated environments), then use the pathfinding API to request paths for your agents. In short: the system handles the heavy lifting of A* pathfinding in 3D space while you focus on the movement and behavior logic.The package includes several example agents (including a combat drone with state machine AI) that demonstrate the API and serve as starting points for your own implementations. Best suited for: space games, underwater environments, flying enemies, aerial combat, tracking missle systems, cave systems, or any game with significant vertical movement.Volume-Based Navigation: Generate 3D navigation data from scene colliders.True 3D Pathfinding API: A C# interface to calculate paths in all three dimensions, ideal for flying, swimming, or zero-gravity logic.Agent-Size Aware: Considers agent radius during connectivity baking for accurate, collision-free paths.Asynchronous API: Request paths without blocking the main thread, ensuring smooth runtime performance.Burst-Accelerated Baking: Optional Burst compiler support for significantly faster bake times.Reachability & Connectivity Analysis: API to query if a point is reachable and identify disconnected "islands" of navigable space.Path Smoothing & Splines: Includes optional path post-processing (straight-line and spline-based) accessible via script.Editor Debugging Tools: In-scene visualizers to test paths and check reachability, streamlining development and debugging.Example implementations: Simple path followers, modular behavior controllers, and a complete combat AI agentAI image creation tools were used to assist in the creation of the store page thumbnail images.Asset contents (code, models, etc) are all human-made.