脚本/功能 【更新】AnyPath 1.6自动寻路导航系统

Unity插件信息
插件名称: AnyPath
插件官网: https://assetstore.unity.com/packages/tools/behavior-ai/anypath-213200
版本: 1.6
解压密码:
素材类型: 脚本/功能














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.

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


AnyPath 使用 Unity 的作业系统和 Burst 编译器。所有繁重的工作都由多个线程和高度优化的突发编译代码完成。

由于所有自定义功能都是通过通用类型参数完成的,因此所有代码都是在编译时生成的。这意味着定义自定义功能的开销为零。此外,还有一个高效的托管层,隐藏了管理本地作业的复杂性,使其非常易于使用。

适用对象
AnyPath 专为中高级程序员设计,并考虑到了可定制性。如果你只需要一个人工智能的即插即用解决方案,那么这个框架并不适合你。如果你需要完全控制你的数据布局和快速寻路,那么 AnyPath 就是你的理想选择。

不包括哪些内容?
- 不包含代理代码,移动代码由您自己编写。AnyPath 只提供(经过处理的)路径
- 没有动态避障功能,因为这超出了 A* 的范围,而且非常依赖于游戏
- 图形序列化(平台游戏图形除外),因为图形通常可以在运行时轻松生成。不过,你可以编写自己的序列化。
- 平台图是唯一有内置编辑工具的图,其他数据结构需要在运行时生成。
- 没有双向 A* 搜索,搜索总是从起点到目标





作者 cg小白兔 发表于 前天 12:25
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