PathfindingAi
24 tools in this family (folder Editor/Tools/PathfindingAi/ in the bridge package). Effect: writes changes the project or the scene, read-only does not, destructive deletes or overwrites and the client asks before running it.
| Tool | Effect | Description |
|---|---|---|
pathfind_add_offmesh_link | writes | Add an off-mesh link — a connection between two nodes that aren't adjacent in the underlying |
pathfind_add_point_node | writes | Add one node to a point graph at a world position. After adding all nodes, call |
pathfind_compute_flow_field | writes | Compute a flow field from a target — for swarm/RTS scenarios where many agents converge on one |
pathfind_connect_nodes | writes | Manually wire a connection between two nodes (within the same graph). Use this for explicit |
pathfind_create_grid_graph | writes | Create a 2D/3D grid pathfinding graph. Nodes are arranged in a regular grid pattern; obstacles |
pathfind_create_layer_grid | writes | Create a multi-layer grid graph. Each (x, z) column can have several stacked nodes at different |
pathfind_create_navmesh_graph | writes | Wrap Unity's built-in NavMesh as a pathfinding graph. We don't enumerate triangles directly; |
pathfind_create_point_graph | writes | Create an empty point graph. Add nodes manually with pathfind_add_point_node. The graph |
pathfind_create_quadtree_graph | writes | Create a sparse adaptive-grid quadtree graph. Subdivides only where walkability changes — great |
pathfind_create_recast_graph | writes | Build a Recast-style navmesh from scene geometry. Voxelizes the scene to a grid of walkability |
pathfind_cut_navmesh | writes | Cut a hole in a recast/navmesh graph at runtime, simulating a dynamic obstacle (closing door, |
pathfind_export_graph | read-only | Export the entire pathfinding session — all graphs and off-mesh links — to a portable JSON |
pathfind_query_nearest_node | read-only | Find the nearest walkable node to a world position, optionally filtered by tag mask, area id, |
pathfind_request_path | read-only | Request a shortest path between two world positions using A*. Supports heuristic choice |
pathfind_request_path_hpa | read-only | Request a path using Hierarchical A*. Partitions the grid into clusters and runs A* on an |
pathfind_request_path_jps | read-only | Request a path using Jump Point Search — a symmetry-breaking optimisation of A* that's typically |
pathfind_set_node_penalty | writes | Add an extra cost penalty to a specific node. Use to discourage (but not forbid) traversal: e.g. |
pathfind_set_node_tag | writes | Set a tag on a node. Tags categorise nodes for selective traversal — typical values: |
pathfind_set_node_walkable | writes | Mark a specific node walkable or unwalkable at runtime. The fastest way to handle moving |
pathfind_setup_follower | writes | Attach an AI movement controller (PathFollower or AdvancedPathFollower) to a GameObject. The |
pathfind_setup_orca_simulator | writes | Set up an ORCA simulator that includes a set of previously-registered RVO agents. After setup, |
pathfind_setup_rvo_agent | writes | Register a Reciprocal Velocity Obstacles agent. The agent has a position, radius, max speed, |
pathfind_smooth_path | read-only | Apply path post-processing to a vector path. Modifiers (any combination): 'funnel' for navmesh |
pathfind_update_graph_region | writes | Rescan a bounded region of a graph after scene changes (moving doors, buildings, terrain |