A lightweight pathfinding solution built around Unity's Tilemap system.
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Works with any Unity Tilemap layout, including:
- Square grids
- Isometric grids
- Hexagonal grids
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Grid type agnostic. The pathfinder relies on Unity's Tilemap API for coordinate conversion, so the same calls work across different tile layouts.
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No practical grid-size limitation beyond
int.MaxValue. -
Simple API and minimal setup.
Take a look at PathfinderDebug.cs for a basic implementation example.
To calculate a path, enqueue a request to the pathfinder scheduler
- A start position
- A destination position
- The
Tilemapused as your obstacle layer
The pathfinder handles the required coordinate conversion internally through Unity's Tilemap API.
SchedulerPath Smoothing
Part 1 https://youtu.be/41h4SIuH8qc
Part 2 https://youtu.be/a9MIkZAIMiw
Part 3 https://youtu.be/KrKVhV96OC0
Part 4 https://youtu.be/C1zyyofgONs
Part 5 https://youtu.be/FY85eA3pYl0
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