Native C++ pathfinding and crowd navigation for Unity. Weighted graphs, batch distance/path queries and independent goals for large crowds. Save CPU time in RTS, city builders and crowd simulations.Tested on Unity 2022.3.62 and Unity 6 (6000.0.85), with Mono and IL2CPP. Built-in and URP: compatible. HDRP: pathfinding, units and builds work, but the ChronoPath window cannot show the scene. Windows x64 only, in the Editor and in builds. Burst is optional and makes large crowds faster when installed.ChronoPathHigh-performance navigation for larger Unity worlds.Let more units navigate at once while complex pathfinding uses less CPU time.Leave more of your CPU budget for game logic, simulation and richer gameplay.1. PerformanceChronoPath has been tested with both native-engine benchmarks and actual Unity scenes.1. Large-scale crowd simulationUnity City-scene tests on an AMD Ryzen 5 7500F desktop:10,000 units: each unit chooses its own destination and wanders automatically. Measured at 913 FPS without a frame-rate cap.100,000 units: each unit has its own destination and keeps moving. Measured at 80.30–82.65 FPS without a frame-rate cap.ChronoPath supports large numbers of units with independent navigation goals. Batch computation and dynamic path budgets keep large crowds navigating within limited CPU resources.2. Native C++ distance-query performanceIn a 12-thread native benchmark, nine graph types achieved the following distance-query throughput (million queries per second):Islands: 71.215Labyrinth: 37.402Warehouse: 35.217Road: 32.068Grid with Obstacles: 22.950Fortress: 22.359Spiral: 21.393City: 18.945Open Grid: 7.651The C++ test program called the native DLL directly. Each map was tested five times, using the median result. These results were measured on a candidate build.2. Core Features1. High-performance native pathfinding engineNative C++ computation core.C# API integration.A choice of native and managed C# backends.Single and batched distance queries.Distance-matrix computation.Single and batched full-path queries.Path-segment queries.Multithreaded batch computation and a path-request queue.2. Graph distances and target selectionRoute computation based on actual graph distances.Choose the nearest target by travel distance rather than straight-line distance alone.Weighted graphs and edge-weight updates.Unreachable-node detection.3. Large-scale crowd navigationLarge numbers of independently navigating units.Each unit can have its own destination.Continuous path following.Pathfinding budgets spread across frames.Crowd movement and avoidance.Dynamic obstacle detection and route updates.4. Unity Editor toolsChronoPath Studio.Graph visualization.Map inspection and debugging.Path-testing tools.Multiple ways to build and import graph data.3. Use CasesChronoPath is suited to:Real-time strategy games.City builders and population simulations.Large-scale NPC crowd navigation.Unit systems with many independent destinations.Road networks and weighted-graph routing.Simulation and scheduling systems that need batch distance computation.4. Technical NotesEnable the native backend and automatic path budget in the component settings to use those options.Large-scale crowd navigation uses budgets spread across frames.Dynamic obstacles support local scans and route updates. Frequent, continuous changes to map topology can cause route updates to queue up.The published performance tests mainly use Windows 11 x86-64, Unity 2022.3.62f3c1, Mono and Burst 1.8.21.5. Test EnvironmentCPU: AMD Ryzen 5 7500F (6 cores / 12 threads)GPU: NVIDIA RTX 5060RAM: 16 GBOS: Windows 11Unity: 2022.3.62f3c1Scripting backend: MonoBurst: 1.8.21Resolution: 1600 × 900The Unity crowd tests use the City graph, with 22,575 nodes and 169,500 directed edges. Actual performance depends on the CPU, map structure, unit density and rendering load.ChronoPath: high-performance navigation for larger Unity worlds.Windows x64, Editor and Standalone buildsTested on Unity 2022.3.62 and Unity 6 (6000.0.85), with Mono and IL2CPPRender pipelines: Built-in and URP. HDRP with the limitation listed in the descriptionNative engine included and used by default. A C# engine is included as wellOptional: with Unity's Burst package in the project, crowd movement is compiled to native code by itselfOld and new Input System both supportedChronoPath window, components (Graph, Agent, Crowd, Obstacle, Goal, Cost Area, Link) and a C# APIMap sources: scene scan, waypoints, CSVNo third-party packages required. No unsafe code setting neededWorks with Enter Play Mode with Domain Reload disabledDocumentation in English and ChineseCode, tests, documentation and marketing text in this package were written with the assistance of generative AI tools: Anthropic Claude (Claude Code) and OpenAI GPT (Codex). The author set the product requirements and interaction design, chose what to keep, and reviewed and tested the results in Unity.No AI-generated images, models or audio are included. Screenshots are captured from the running demos.


