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: $45. The latest store price is $45, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $45 | Latest store price | |
| $45 | Unity First Price 2026-06-20 2026-06-27 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About PathFinderAI-[Volumetric-Voxel 3D/2DAstarNav]
Pathfinding Agent is a high-performance pathfinding system for Unity designed to handle multiple AI agents efficiently using Unity’s C# Job System, Burst Compiler, and Native Collections.
The system supports both 2D and 3D grid-based navigation and allows developers to define custom traversal logic for different types of units such as characters that can walk, jump, climb, swim, crawl, or fly.
Unlike traditional single-threaded pathfinding solutions, this package performs parallel path calculations across multiple agents, making it suitable for large simulations, strategy games, RTS games, and AI-heavy environments.
The system is designed to be extensible and modular, allowing developers to integrate their own movement logic while using the provided high-performance pathfinding backend.
Key Features
High Performance Pathfinding
Uses Unity C# Jobs + Burst Compiler for multi-threaded pathfinding.
Optimized with NativeCollections for low memory overhead.
Supports parallel pathfinding requests for multiple agents.
Flexible Grid System
Generic Grid architecture supporting both 2D and 3D navigation.
Built-in world-to-grid conversion utilities.
Efficient neighbor lookup and grid indexing.
Customizable Agent Behaviour
Agents integrate with the system by implementing the IUnit interface, allowing developers to define:
Agent position and destination
Movement capabilities (walk, jump, swim, fly, crawl, climb)
Custom movement states
Traversal costs and restrictions
Transform synchronization with Unity objects
Parallel Path Requests
Multiple agents can request paths simultaneously using Burst-compiled jobs, making the system suitable for large numbers of AI units.
Path Optimization
Includes:
Path retracing
Path simplification
Efficient node traversal
Debugging Tools
Includes Gizmo-based debugging tools for visualizing:
Navigation nodes
Generated paths
Traversal logic
These tools help quickly debug navigation behavior during development.
How It Works
Add the Surface component to your scene.
Configure the grid size and node radius.
Assign obstacle layers using Unity colliders.
Implement the IUnit interface for your agent.
Register the agent with the surface to begin pathfinding.
The system will automatically process path requests using parallel Burst jobs.
Included Systems
Core navigation grid supporting 2D and 3D environments.Grid
Manages the navigation grid and agent registration.Surface Component
Defines how agents interact with the pathfinding system.IUnit Interface
Burst-compatible data structure used internally by pathfinding jobs.UnitData Struct
Handles A* pathfinding calculations.PathRequest Job