Skip to main content

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.

ToolEffectDescription
pathfind_add_offmesh_linkwritesAdd an off-mesh link — a connection between two nodes that aren't adjacent in the underlying
pathfind_add_point_nodewritesAdd one node to a point graph at a world position. After adding all nodes, call
pathfind_compute_flow_fieldwritesCompute a flow field from a target — for swarm/RTS scenarios where many agents converge on one
pathfind_connect_nodeswritesManually wire a connection between two nodes (within the same graph). Use this for explicit
pathfind_create_grid_graphwritesCreate a 2D/3D grid pathfinding graph. Nodes are arranged in a regular grid pattern; obstacles
pathfind_create_layer_gridwritesCreate a multi-layer grid graph. Each (x, z) column can have several stacked nodes at different
pathfind_create_navmesh_graphwritesWrap Unity's built-in NavMesh as a pathfinding graph. We don't enumerate triangles directly;
pathfind_create_point_graphwritesCreate an empty point graph. Add nodes manually with pathfind_add_point_node. The graph
pathfind_create_quadtree_graphwritesCreate a sparse adaptive-grid quadtree graph. Subdivides only where walkability changes — great
pathfind_create_recast_graphwritesBuild a Recast-style navmesh from scene geometry. Voxelizes the scene to a grid of walkability
pathfind_cut_navmeshwritesCut a hole in a recast/navmesh graph at runtime, simulating a dynamic obstacle (closing door,
pathfind_export_graphread-onlyExport the entire pathfinding session — all graphs and off-mesh links — to a portable JSON
pathfind_query_nearest_noderead-onlyFind the nearest walkable node to a world position, optionally filtered by tag mask, area id,
pathfind_request_pathread-onlyRequest a shortest path between two world positions using A*. Supports heuristic choice
pathfind_request_path_hparead-onlyRequest a path using Hierarchical A*. Partitions the grid into clusters and runs A* on an
pathfind_request_path_jpsread-onlyRequest a path using Jump Point Search — a symmetry-breaking optimisation of A* that's typically
pathfind_set_node_penaltywritesAdd an extra cost penalty to a specific node. Use to discourage (but not forbid) traversal: e.g.
pathfind_set_node_tagwritesSet a tag on a node. Tags categorise nodes for selective traversal — typical values:
pathfind_set_node_walkablewritesMark a specific node walkable or unwalkable at runtime. The fastest way to handle moving
pathfind_setup_followerwritesAttach an AI movement controller (PathFollower or AdvancedPathFollower) to a GameObject. The
pathfind_setup_orca_simulatorwritesSet up an ORCA simulator that includes a set of previously-registered RVO agents. After setup,
pathfind_setup_rvo_agentwritesRegister a Reciprocal Velocity Obstacles agent. The agent has a position, radius, max speed,
pathfind_smooth_pathread-onlyApply path post-processing to a vector path. Modifiers (any combination): 'funnel' for navmesh
pathfind_update_graph_regionwritesRescan a bounded region of a graph after scene changes (moving doors, buildings, terrain