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AnyPath is a completely generic, lightning fast A* pathfinding solution for Unity.

기본 렌더 파이프라인은 Unity의 기본 렌더 파이프라인이며, 커스터마이징 옵션이 제한적인 범용 렌더 파이프라인입니다. URP(유니버설 렌더 파이프라인)는 빠르고 간단하게 커스터마이징할 수 있으며 다양한 플랫폼에서 최적화된 그래픽을 제작할 수 있도록 도와줍니다. HDRP(고해상도 렌더 파이프라인)는 고급 플랫폼에서 고화질 그래픽을 구현할 수 있도록 설계된 스크립터블 렌더 파이프라인입니다.
Unity 버전기본URPHDRP
6000.0.27f1
호환됨
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호환됨
2020.3.16f1
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호환됨

AnyPath uses Unity's job system and the Burst compiler. All of the heavy lifting is done on multiple threads and by highly optimized burst compiled code.

Because all of the customizability is done via generic type parameters, all of the code is generated at compile time. This means there is zero overhead in defining custom functionality. On top of that, there's an efficient managed layer that hides the complexity of managing the native jobs, making it extremely easy to use.


For a complete overview, see the online documentation at https://anypath.bartvandesande.nl


Who's this for?

AnyPath was designed for intermediate to advanced programmers with customizability in mind. If you just need a drop in solution for AI, then this framework is not for you. If you need total control over your data layout and fast pathfinding, then AnyPath is for you.


What's not included?

- No agent code, you write the movement code yourself. AnyPath only provides a (processed) path to follow

- No dynamic obstacle avoidance, as this is beyond the scope of A* and very game dependant

- Graph serialization (except for the platformer graph), as usually the graph can be easiliy generated at runtime. You can write your own serialization though.

- The platformer graph is the only graph which has a built in edit tool, other data structures need to be generated at runtime.

- No bi-directional A* search, search is always from start to goal


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AnyPath

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1.2 MB

최신 버전

1.6

최신 릴리스 날짜

2024년 11월 18일

원본 Unity 버전

2020.3.16
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