highly customizable Waypoint system designed to make gameobjects follow any path in a graph. Configurable at runtime and in edit mode, and supports low-code and no-code workflows.A waypoint system for moving objects along a graph with precise control. Build paths from straight or curved edges (Bezier, Catmull-Rom, and more), branch at waypoints using pluggable selectors (random, weighted, round-robin), and script behavior with instructions like wait and change speed, or write your own. Works in 3D, 2D, and on UI canvases, with editor tools for creating and managing graphs seamlessly. Great for patrols, traffic, cutscenes, or anything that follows a track, in any genre.the Spline package- Having the **Splines** package (`com.unity.splines`, 2.6.0+) is mandatory- The NavMesh agent needs the **AI Navigation** package (`com.unity.ai.navigation`, 1.0.0+).- The Cinemachine track shape needs the **Cinemachine** package (`com.unity.cinemachine`, 3.1+).A comprehensive event system for handling waypoint events and interactionsA set of tools to make graph building easy and intuitiveA waypoint branching system with 11 selectors covering multiple behaviours (round-robin, random, and more)An instruction system with 40+ instructions (movement, flow control, waits, events) allowing waypoint agents to manage their own behaviours10 link shape options for connecting waypoints (straight, Bezier, Catmull-Rom, helix, spiral, arc, spline, and more), with per-link roll/banking so agents lean through curvesSupport for 5 waypoint agent types, including UI, NavMesh, and physics-based (2D and 3D) agentsSupport for development using AI agents with a SKILL.MD and AGENTS/CLAUDE.MD providedAI tools were used to assist with portions of code generation and refactoring. All code was reviewed, tested, and validated manually.




