![Flexible Pathfinding System For 3D Environments](https://assetstorev1-prd-cdn.unity3d.com/key-image/a41cdef5-b560-4740-9969-a8ac38107b1a.jpg)
This is a cuzomizable pathfinding system focusing on high flexibility, with automatic nav mesh link generation. It is intended to use on 3D environments with special focus on handling vertical varietyThis Package is made for Built-in pipeline. If you are experiencing problems due to mismatched URP or HDRP and can not view the Environment Showcase Scene, depending on your version try looking for:Edit -> Renderer Pipeline -> Uniwersal Renderer Pipeline -> Convert MaterialsorWindow -> Rendering -> Render Pipeline Converter (and select from Buit-in to your pipeline)This package introduces easily implementable, flexible and highly customizable pathfinding system based entirely on Unity basic ai navigation.It was originally made for Unity 2022 but it also works on Unity 6.0.It works by introducing a replacement for Unity's NavMeshLink gneration system with much more robust version. it finds connections on each and every edge as long as they are valid by the set settings. It groups edges in case of high resolution topology. The new system does not inpose on standard nav mesh baking. Thanks to this it can be applied seperately and enchance any already baked mesh. No need for manual link palcements, although manually placed links can also be integrated to the system with a single push of a button.The pathfinding sysetm takes the generated links and determins the optimal path for with specific agent in mind as long as their hitbox is the same as the one set in NavMeshSurface. Based on one navMesh many agents can choose independent paths based on their physical capabilities. These parameters like jump height, jump distance, drop distance can be modified in real time.The system helps with generating suitable ai navigation environment by auto generating navigation mesh links. This interconnected mesh provides agents with information on all possible routes to all possible places. The agent then chooses the quickest routs which he is able to go through given his abilities.For setup guide check FPS3DE_User_Setup_Guide in the filesYou can also check the github rerpository at:https://github.com/filipandrzejewski/Flexible-Immersive-Pathfinding-for-3D-EnvironmentsFor full details check documentation in files (FPS3DE_Technical_Documentation)The system features:NavLink GeneratorIntended to be used in editor mode prior to starting the gameBased on baked navmesh attempts to connect valid edges together using NavMeshLink prefabsParameters for edge validation and link creation are customizable in the component viewNavLink MenagerCan be used during the runtime to add more or delete some links from the level if neededContains main functions for editing the curent scene and enchancing navigation meshContains functionalities for path requesting. Adjusts the mesh for individual needs of the character which is requesting a path.Smart NavMeshLinkIs attached to every link prefabAdds a layer of security and assurence when deleting a link from the scenePlayer ControllerSimple player movement logicIncludes an example of requesting path from the NavLink ManagerPhysical StatisticsScript attached to specific character, including the physical statistics for validating pathIncludes an extra layer of assurance by constantly checking for invalid movement from a player and attempts to correct it