An experimental 3D A* navigation system for Unity using burst compiled jobs.
- 3D A* Pathfinding queries.
- Custom Native 3D dense grid ontop of a single NativeArray
- Each query can specify its own area weights.
- Grid nodes can be assigned to many areas.
- Grid nodes can be added/removed from areas by volume with oriented bounding boxes.
- Grid nodes can be generated for terrain by mapping to a Unity NavMesh.
- Custom NativePriorityQueue
Note: Project was created with Unity 2019.2, older versions may not work.