Predicted NavMesh Path Finder for PurrNet
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Deterministic NavMesh pathfinding with PurrNet. Perfect sync across clients with minimal setup.PredictedNavMeshPathFinder is a lightweight component that provides deterministic NavMesh pathfinding designed for PurrNet client-side prediction multiplayer projects.It computes reliable paths inside the prediction loop without handling movement, giving you full control over how your characters or AI navigate.This package is customizable for different genres — whether you’re building RTS units, RPG enemies, co-op AI, or competitive multiplayer characters. It’s ideal for any project that requires perfectly synchronized navigation across server and clients without desyncs, rubber-banding, or bandwidth waste.Comes with a minimal usage example, debug gizmos, and clear documentation to get you started fast.The demo of this asset uses Gridbox Prototype Materials by Ciathyza and Prototype Map by Huayna Picchu Studios under the Standard Unity Asset Store EULA; see Third-Party Notices.txt file in package for details.Technical detailsDeterministic pathfinding — runs inside PurrNet’s prediction loopPure pathfinding only — no movement/rotation/animation, you stay in controlLightweight & efficient — zero-alloc design with DisposableList storageCustomizable — agent types, area masks, corner tolerance, sample distancesDebug visualization — shows paths, corners, sampling, and next directionMinimal API — StartPath() and TryGetNextPathDirection()Compatible with all PurrNet projects — no Time.* dependenciesSource code included — well-documented and easy to extend


