Production-grade pathfinding for Unity 6. Grid, NavMesh, Volumetric, Hex, Tilemap graphs. A*, HPA*, Flow Fields, ORCA avoidance, formations, async multithreading. Full source code.Compatible with all render pipelines.Advanced Pathfinding Premium is a complete pathfinding suite built for games that need more than Unity's built-in NavMesh.Five graph types — Grid, NavMesh (multi-level with vertical sampling), Volumetric (true 3D voxel navigation), Hex, and Tilemap — covering every game type from 2D roguelikes to space combat simulations.ALGORITHMS- A* with priority queue and zero-allocation hot path- HPA* hierarchical pathfinding for 1000×1000+ grids (40–80× faster than flat A*)- Flow Fields for hundreds of agents toward a shared goal- ORCA local avoidance with spatial grid acceleration (scales to 500+ agents)- Influence Maps for tactical AI decision-making- Async multi-threaded path queue with reader-writer graph locking- Path smoothing, reachability queries, multi-target pathfindingAGENT SYSTEMS- PathfindingAgent — per-agent A* with deadlock recovery and lookahead- FlowFieldAgent — shared flow field for crowds and swarms- FormationManager — 11 formation shapes (Wedge, Line, Column, Circle, Box, Diamond, Staggered, Echelon, Crescent, Flanking, Grid)- GroupMovement2D — adaptive ring spacing for tight 2D environments- ORCA collision avoidance — smooth agent-to-agent separation at any scale- DynamicObstacle — runtime obstacles with automatic graph sync- SmartDynamicObstacle — doors and gates with state, events, and agent invalidation- TerrainPenalty — soft cost zones for mud, roads, danger areasTECHNICAL- Full source code included- Unity 6.3+ compatible- Works with Built-in, URP, and HDRP- New Input System support- NativeArray-backed graphs, Burst-friendly architecture- Async pathfinding uses ThreadPool workers, callbacks always on main thread- Zero per-frame allocations on hot pathsINCLUDED DEMO SCENES- 3D ground pathfinding with formations- 2D top-down dungeon with Tilemap- Volumetric underwater simulation with flow field crowds- NavMesh multi-level platform sceneFull documentation included covering every component, graph type, and API method.Support: evolutiongamesunity@gmail.com — under 12 hours response, every business day.Features:- 5 graph types: Grid, NavMesh (multi-level), Volumetric (true 3D), Hex, Tilemap- A* pathfinding with binary min-heap priority queue and version-stamped closed set- HPA* hierarchical pathfinding for large grids — 40-80x faster than flat A* on 500x500+- Flow Fields for crowd movement — compute once, scale to hundreds of agents for free- ORCA local avoidance with spatial grid acceleration — tested to 500+ agents- Async multi-threaded path queue — ThreadPool workers, callbacks on main thread- Reader-writer graph lock — concurrent searches, safe runtime obstacle updates- Influence Maps for tactical AI — threat awareness, retreat/attack positioning- Reachability Query — flood fill connectivity check without full path computation- Multi-Target Pathfinder — nearest target by actual path cost, not straight-line distance- Path smoothing — line-of-sight optimization plus collinear waypoint removal- FormationManager — 11 formation shapes with deadlock recovery- GroupMovement2D — adaptive ring spacing for tight 2D environments- DynamicObstacle — runtime moving obstacles with automatic graph sync- SmartDynamicObstacle — stateful doors/gates with agent path invalidation- TerrainPenalty — soft cost zones (mud, roads, danger areas)- AgentAnimator — Animator integration for both PathfindingAgent and FlowFieldAgent- NativeArray-backed graph storage — Burst-friendly, cache-coherent layout- Zero per-frame allocations on all hot paths- Full source code included- Custom inspector with tabbed UI for PathfindingManager- Runtime debug overlay (press D) with path visualization and performance statsSupported OS:Windows, macOS, Linux, iOS, Android


