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Unity

Agents Navigation

By Lukas Chodosevicius

$55

Rated 5.0/5 from 55 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $27.50. The latest store price is $55.

Recorded prices for Agents Navigation 4 price observations from Jun 17, 2026 to Nov 1, 2026. Lowest recorded price $27.50. Exact dates and prices are listed below. $0.00 $27.50 $55.00 Jun 17, 2026: $27.50. Unity Discount 2026-06-17 2026-06-24 Jun 19, 2026: $55. Unity First Price 2026-06-19 2026-06-26 Sep 14, 2026: $27.50. $25 Sale Nov 1, 2026: $55. Latest store price Jun 17, 2026 Nov 1, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$55Latest store price
$27.50$25 Sale
$55Unity First Price 2026-06-19 2026-06-26
$27.50Unity Discount 2026-06-17 2026-06-24

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Agents Navigation

  • Tools, Systems & Learning > Game Templates & Systems
This package includes high performance, modular and scalable navigation for agents. It is developed with DOTS in mind. As a result, it takes advantage of Unity's latest technology stack, like SIMD mathematics, Jobs, Burst compiler and EntityComponentSystem. Additionally, there is hybrid mode support that enables using it with GameObjects in Object Oriented Programming.

Pillars of this package:
• Seamless Unity Integration: Harmoniously integrates with existing Unity technology, supporting both mono and dots.
• Intuitive and Streamlined UX: Offers a clean and simple user experience tailored for perfect alignment with Unity.
• Optimized Performance Out of the Box: Ensures default high performance through parallelized and optimized code.
• Employs a multi-layered API, facilitating low-level interactions.
• Clear Code Architecture: Adheres to clean coding practices with a clear architecture.
• Scalable and Modular Codebase: Built with scalability and modularity in mind, allowing easy extension with minimal package changes.

What navigation features are contained in this package?
• Unity NavMesh multithreaded support 3D
• Avoidance 2D/3D
• Flocking (Alignment, Cohesion) 3D
• Separation 2D/3D
• Collision 2D/3D

Extensions:
• A* Pathfinding Project
• Agents Navigation - Crowds
• CIVIL-AI-SYSTEM
• Animatron

Can I use this in non ECS/Dots code?
Yes, there is a hybrid workflow where Game Object are synced with Entities. This allow to use this package in Object Oriented Programming too. Of course, it should be expected that performance going to be slightly worse.

Can I use it with ECS?
Yes, this package uses ECS.

What game genres this navigation targets?
This package was developed as a foundation for any navigation needs. However, this early version is currently focused on 3D/2D RTS, Moba, RPG, Shooter style genre games navigation.

Can I extend functionality?
Yes, the package was designed in mind that it could be extended as every game has unique needs for AI navigation. This solution is very modular and allows trivial adding/removing of existing behaviors. However, to extend functionality efficiently, you will need to have knowledge of ECS.

Can I use this package with other pathing solutions (etc. A* Pathfinding Project Pro, AnyPath)?
The solution in this package is very modular, so users can extend it to use different solutions without needing to modify this package. Currently, it has out of the box integration with A* Pathfinding Project.

Is it deterministic?
All systems are running in fixed update. In theory, it should be deterministic for Intel/AMD platforms (Burst). However, it still uses floats for navigation operations, which will not produce deterministic code across all the platforms. In the future, I plan to address this by introducing fixed point types.

How does this package differ from Local Avoidance?
This is a new version of local avoidance. It is a separate package as it contains a much bigger scope than just avoidance, but full navigation (etc. global pathing, boids, collisions...). For those who have a Local Avoidance package, they can do a paid upgrade instead of paying full price.

What animation package do you recommend?
This package works with any animation solution, including Unity's built-in system. However, for those who want maximum performance, I recommend my animation solution Animatron.
A sample is included in this package demonstrating how both packages work together.

As I am a huge Diablo 2 fan, I created a demo of an ARPG heavily based on it. Since it uses my agent's navigation package, it serves as a nice example of how this package can enable an actual game project. For those who are interested, here is the link to it!

Dependencies
• Minimum Unity 2022.3
• Package com.unity.entities

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