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Waypoint Path System preview
Unity

Waypoint Path System

By yqwz

$5

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: $5. The latest store price is $5, matching the lowest recorded price shown here.

Recorded prices for Waypoint Path System 5 price observations from Aug 13, 2026 to Oct 31, 2026. Lowest recorded price $5. Exact dates and prices are listed below. $0.00 $7.50 $15.00 Aug 13, 2026: $7.50. Unity New Release Discount 2026-08-13 2026-08-27 Aug 13, 2026: $7.50. Unity New Release Discount 2026-08-13 2026-08-27 Aug 13, 2026: $15. Unity First Price 2026-08-13 2026-08-13 Oct 10, 2026: $5. Unity Permanent Decrease 2026-10-10 2026-10-17 Oct 31, 2026: $5. Latest store price Aug 13, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 5 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$5Latest store price
$5Unity Permanent Decrease 2026-10-10 2026-10-17
$15Unity First Price 2026-08-13 2026-08-13
$7.50Unity New Release Discount 2026-08-13 2026-08-27
$7.50Unity New Release Discount 2026-08-13 2026-08-27

Sale and bundle history

The 4 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Waypoint Path System

  • Tools, Systems & Learning > Development Tools & Automation
Waypoint Path System is a designer-friendly tool for making NPCs, animals, vehicles and props walk believable routes on a NavMesh, without writing movement code. Click in the Scene View to place waypoints, chain them into named paths, and pick how each path is walked: OneShot, Loop, PingPong, or weighted Random. Add Catmull-Rom or Bezier smoothing for natural curves that snap to the NavMesh so they stay walkable. Give each waypoint its own speed, pause time and random variance so a crowd never moves in lockstep. Everything is exposed through UnityEvents and a clean C# API, so paths can react to gameplay: interrupt a patrol with a higher-priority "investigate" path and resume where you left off, sync a walk/idle Animator, drive cutscene actors, or save and restore an NPC's exact progress. Great for: town and city ambience, guard and enemy patrols, wildlife, background crowds, moving platforms and hazards, parade/traffic routes, and scripted cutscene movement in any genre from RPG and stealth to sim, tower-defense and adventure.

Unity price last checked .

Prices and availability may change.