Overview

The Quantum navigation system provides a deterministic Navigation Mesh and a set of Navigation Agent components to navigate and steer entities through the game worlds.
- Importing A Unity Navmesh
- Creating Navmesh Agents
- Agent Avoidance
- Using Navmesh Regions
- Using Navmesh Off Mesh Links
- Custom Navmesh Generation
Features
- Multi-threaded A* path-finding, tunable with
PathQualityandHeuristicWeight(Quantum 3.1) - Autonomous agents navigate to target destination through the navmesh
- Parts of the navmesh can be toggled on and off during run-time (regions)
- HRVO agent avoidance
- Dynamic avoidance obstacles (not navmesh carving, see the Navigation SDK below for runtime carving)
- Off-mesh links, imported from Unity NavMesh Links and auto-generated Unity links (Quantum 3.1)
- Seam repair when importing Unity navmeshes (Quantum 3.1)
- Runtime navmesh baking from
NavMeshBakeData - 3D Navigation
Other Navigation Solutions
The Quantum Navigation SDK addon is a Recast-based deterministic navigation for Quantum 3.1 with runtime navmesh carving by dynamic obstacles, crowd agents and navigation areas. It is currently available as a development snapshot.
Flow Fields are suitable for large amounts of units with a shared destination on grid based games, for example RTS or Tower Defense.
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