
PathfindingLib
Provides functionality for mod authors to run pathfinding off of the main thread.Details
Version 0.1.1
- Fixed an issue that would cause partial paths passed to
NavMeshQueryUtils.FindStraightPath
to result in a final corner at the destination. - Changed the new overloads of
NavMeshQueryUtils.FindStraightPath
to useVector3
instead offloat3
, as the Unity runtime assumes the memory layout matchesVector3
internally.
Version 0.1.0
- Made
NavMeshQueryUtils.FindStraightPath
call through to the Unity runtime instead of reimplementing the algorithm. The results should now match the output fromNavMeshPath.corners
perfectly. - Deprecated the original overload of
NavMeshQueryUtils.FindStraightPath
in favor of one that requires less allocations to match the native Unity function's signature.
Version 0.0.14
- Fixed a small leak of single-element arrays in
FindPathJob
.
Version 0.0.13
- Reduced allocations by deprecating the reference-type
NavMeshReadLocker
in favor of a new value-type version in theUtilities
namespace.
Version 0.0.12
- Added some more flexible safeties to
NavMeshLock
to help avoid deadlocks.
Version 0.0.11
- Reverted unreliable
NavMeshLock
safeties that were causing exceptions when apparently taking read locks on the main thread.
Version 0.0.10
- Fixed pathfinding jobs not functioning properly in release builds.
Version 0.0.9
- Added some extra checks to help ensure
NavMeshLock
that is used safely. - Made
TogglableProfilerAuto
methods public.
Version 0.0.8
- Fixed an issue where
FindPathJob
was not taking the read lock at the start of the job, but would later take the lock without releasing it, which could result in deadlocks.
Version 0.0.7
- Reduced blocking of the main thread by hooking into the Unity runtime to detect when carving obstacles will make changes to the navmesh.
- Changed documentation to recommend using
NavMeshQuery.UpdateFindPath()
with an iteration limit, and unlocking the navmesh read between calls.
Version 0.0.6
- Prevented API users releasing null
PooledFindPathJob
back to the pool to avoid null error spam.
Version 0.0.5
- Reverted an unintentional change to the plugin's GUID string.
Version 0.0.4
- Made the plugin GUID public for convenient hard dependency setup.
Version 0.0.3
- Renamed the Plugin class to PathfindingLibPlugin.
Version 0.0.2
- Replaced the icon with a new placeholder that will totally not stay indefinitely...
Version 0.0.1
Initial version. Public-facing API includes:
FindPathJob
: A simple job to find a valid path for an agent to traverse between a start and end position.JobPools
: A static class providing pooledFindPathJob
instances that can be reused by any API users.NavMeshLock
: Provides methods to prevent crashes when running pathfinding off the main thread.PathfindingJobSharedResources
: A static class that provides aNativeArray<NavMeshQuery>
that can be passed to a job to access a thread-specific instance ofNavMeshQuery
.AgentExtensions.GetAgentPathOrigin(this NavMeshAgent)
: Gets the position that paths originating from an agent should start from. This avoids pathing failure when crossing links.Pathfinding.FindStraightPath(...)
: Gets a straight path from the result of a NavMeshQuery.