In development

Grid Pathfinding for Unity

A small pathfinding library for Unity 6, written from scratch: a grid graph, A* search, path simplification, an agent that walks the paths, and graph updates while the game runs.

The Courtyard sample: agents crossing a grid of buildings split by a wall
The Courtyard sample, captured by the package’s own Play Mode test.

What is in it

Grid graph
Walkability from colliders, optional ground raycast for heights, slope and step limits, 4- or 8-way moves that never cut a corner.
Search
A* with an octile heuristic, per-cell penalties, 32 tags an agent can forbid or make expensive, partial paths when the goal cannot be reached.
Regions
Connected areas are labelled, so an unreachable goal does not flood the map — the search aims for the nearest reachable cell.
Simplification
Paths are reduced to the corners that matter, by line of sight on the grid.
Threads
Searches run on worker threads and come back on the main thread, or on the main thread within a per-frame time budget.
Runtime updates
Rescan a region when a collider changes; agents ask for a new path.
Agent
Follows the path, turns, stops, re-plans at an interval; moves a transform or a CharacterController.

What is not in it

Requirements

Unity 6.3 LTS or newer. Burst is optional; the search kernel uses it when it is installed.

Availability

The package is not released yet. Write to [email protected] if you want to hear when it is.