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NexPath — A* Grid Pathfinding & Navigation preview
Unity

NexPath — A* Grid Pathfinding & Navigation

By BlackBox Creations

$19.99

About NexPath — A* Grid Pathfinding & Navigation

NexPath is a grid-based pathfinding system that provides fast and reliable navigation for both individual characters and large crowds with a simple component-based setup.

Need a flexible alternative to Unity's NavMesh? NexPath provides a fast, grid-based pathfinding solution with multiple algorithms, reusable baked grids, dynamic obstacle updates, and efficient crowd navigation, all in an easy-to-use, component-based system.

Own Navigation Grid
Builds its own walkability grid from scene colliders and works independently of Unity's built-in NavMesh.

Path Modes
Choose between A*, Jump Point Search (JPS), Flow Field, or Auto mode to suit different gameplay scenarios.

Grid Baking
Bake the navigation grid into a reusable NexGridData asset for instant loading. A built-in dirty check lets you know when a rebake is needed.

Agent Movement
The NexPathAgent handles movement, path following, automatic re-pathing, and arrival events using Unity's CharacterController.

Dynamic Obstacles
Update only the affected grid area when doors, crates, or other moving obstacles change, automatically re-routing nearby agents.

Crowd Support
Flow Field mode lets multiple agents share a single path solution for efficient crowd movement, with built-in separation to reduce clustering.

Path Requests
Supports both asynchronous path requests for gameplay and synchronous requests for editor tools or initialization, with priority support.

Utility Methods and Events
Includes IsWalkable, SnapToGrid, OnGridBaked, and OnPathFailed for easy integration.

Scene Visualization
Visualize grid boundaries and walkable nodes directly in the Scene view using built-in Gizmos.

Singleton Setup
Designed for one NexPathManager per scene, with automatic protection against duplicate managers.

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