Pathfinding for Unity that just works, with full source.
PathFinder gives your characters fast multithreaded A* on grid, layered grid, point and navmesh graphs, automatic navmesh generation from your level, path smoothing, ready to use movement components and ORCA crowd avoidance. 3D and 2D.
Get it on the Unity Asset Store Read the documentationEverything you need to move characters
One package, from the graph to the crowd.
Recast Graph
Generates a navmesh automatically from colliders, meshes and terrains. Voxel based, understands stairs, ramps, low ceilings and the agent radius.
Grid and Layered Grid
Fast to scan, updates in real time, 4/8 neighbours, slope and step limits, erosion, penalties. Layered grids handle multi storey buildings and bridges.
NavMesh and Point Graphs
Use any mesh, Unity's own baked NavMesh, or hand placed waypoints connected by distance and line of sight. Mix up to 32 graphs per scene.
Threaded A* core
Per thread search data, zero allocations in the hot loop, 32 tags with per agent penalties, partial paths, multi target and flee paths, instant reachability checks.
Great looking paths
Funnel string pulling, raycast simplification against the graph or physics, and average, corner cutting or Bezier smoothing. Write your own modifier in a few lines.
Crowds that flow
ORCA local avoidance with priorities, layers, static and dynamic obstacles, multithreaded stepping. Works with the movement components out of the box.
Runtime updates
Walkability, penalty and tag updates, physics rescans for moving obstacles, batching, off-mesh node links for jumps, ladders and teleporters.
2D games
Switch the movement plane to XY: 2D physics scanning, Rigidbody2D movement, sprite rotation modes and 2D avoidance.
Editor tooling
Custom inspectors, scene handles, colour coded gizmos, tag and graph mask fields, a graph cache for instant startup, procedural demo scenes.
See it run
Captured straight from the demo scenes that ship with the package.
Four steps to a moving character
No code required for the basics; a clean API when you need more.
GameObject > PathFinder > Pathfinder Manager. Choose a Recast or Grid graph, size it, press Scan.Seeker and AIPath to your character, plus a Funnel Modifier for smooth corners.AIPath.Destination from code, or add AIDestinationSetter with a target transform.RVO Simulator to the scene and an RVO Controller to each agent. Done.Full source, tested
Every line ships as readable C#. No DLLs, no native plugins, no third party code.
Original implementation
The A* core, the voxel navmesh pipeline, the funnel algorithm and the ORCA avoidance are all implemented from the published algorithms, in plain C# you can read and extend.
Tests you can run
Edit mode unit tests cover the core; play mode tests load the demo scenes and check that agents actually arrive, climb ramps and cross crowds.
Documentation
A complete manual covers every component and setting, with a performance guide and troubleshooting section. Read it online.