https://github.com/tangledpath/pathmaster
A* pathfinding in Unity 3D via AutoWaypoint
https://github.com/tangledpath/pathmaster
Last synced: about 1 year ago
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A* pathfinding in Unity 3D via AutoWaypoint
- Host: GitHub
- URL: https://github.com/tangledpath/pathmaster
- Owner: tangledpath
- License: unlicense
- Created: 2018-08-23T17:55:01.000Z (almost 8 years ago)
- Default Branch: master
- Last Pushed: 2024-04-02T19:41:45.000Z (about 2 years ago)
- Last Synced: 2024-04-02T20:49:05.800Z (about 2 years ago)
- Language: C#
- Size: 19.5 KB
- Stars: 1
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# PathMaster
A* pathfinding in Unity 3D via AutoWaypoints. This was part of a Unity game that didn't make it to market. Since Unity now has pathfinding built-in, we are open-sourcing this for posterity.

## Getting Started
You will need all these classes (behaviors), with the possible exception of AutoWaypointTester, which adds real-time pathfinding to the editor. Add the AutoWaypoing
### Prerequisites
This was written for Unity 3.x. It may not work in later versions. You are on your own.
```
Give examples
```
### Installing
Copy the code to your unity project under PROJECT_ROOT/Assets or PROJECT_ROOT/Assets/Scripts
Use AutoWayPointOptions context menu to add waypoints. Use the AutoWaypointNavigator behavior for any character who needs to navigate the waypoints.
## Deployment
Add additional notes about how to deploy this on a live system
## Built With
* Unity 3D 3.x
* C#
## Contributing
## Versioning
## Authors
[Steven Miers](https://github.com/git-steven)
See also the list of [contributors](https://github.com/tangledpath/pathfinder/contributors) who participated in this project.
## License
This project is licensed under the Unlicense - see the [LICENSE](LICENSE) file for details
## Acknowledgments
* Wikipedia for A* algorithm