编辑器/功能拓展 Agents Navigation 3.0.6高性能导航移动寻路AI工具

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This package includes high performance, modular and scalable navigation for agents. It is developed with DOTS in mind. As a result, it takes advantage of Unity's latest technology stack, like SIMD mathematics, Jobs, Burst compiler and EntityComponentSystem. Additionally, there is hybrid mode support that enables using it with GameObjects in Object Oriented Programming.

What navigation features are contained in this package?
Unity NavMesh multithreaded support 3D
Avoidance 2D/3D
Flocking (Alignment, Cohesion) 3D
Separation 2D/3D
Collision 2D/3D
Can I use this in non ECS/Dots code?

Yes, there is a hybrid workflow where Game Object are synced with Entities. This allow to use this package in Object Oriented Programming too. Of course, it should be expected that performance going to be slightly worse.
Can I use it with ECS?
Yes, this package uses ECS.

What game genres this navigation targets?
This package was developed as a foundation for any navigation needs. However, this early version is currently focused on 3D/2D RTS, Moba, RPG, Shooter style genre games navigation.

Can I extend functionality?
Yes, the package was designed in mind that it could be extended as every game has unique needs for AI navigation. This solution is very modular and allows trivial adding/removing of existing behaviors. However, to extend functionality efficiently, you will need to have knowledge of ECS.

Can I use this package with other pathing solutions (etc. A* Pathfinding Project Pro, AnyPath)?
The solution in this package is very modular, so users can extend it to use different solutions without needing to modify this package. There are plans in the future to do collaboration with other pathing packages.

Can I use this for crowd flow?
Yes and no. As currently there is no implementation of motion fields/vectors, which usually produces the best results for huge crowds. However, current navigation also produces smooth motion in big groups. In the future, I plan to add motion fields.

Is it deterministic?
All systems are running in fixed update. In theory, it should be deterministic for Intel/AMD platforms (Burst). However, it still uses floats for navigation operations, which will not produce deterministic code across all the platforms. In the future, I plan to address this by introducing fixed point types.

How does this package differ from Local Avoidance?
This is a new version of local avoidance. It is a separate package as it contains a much bigger scope than just avoidance, but full navigation (etc. global pathing, boids, collisions...). For those who have a Local Avoidance package, they can do a paid upgrade instead of paying full price.


该软件包包括高性能、模块化和可扩展的代理导航。它是在考虑DOTS的情况下开发的。因此,它利用了Unity的最新技术栈,如SIMD数学、作业、突发编译器和EntityComponentSystem。此外,还有混合模式支持,可以在面向对象编程中与GameObjects一起使用。

此软件包中包含哪些导航功能?
Unity NavMesh多线程支持3D
避免2D/3D
植绒(对齐、内聚)3D
2D/3D分离
碰撞2D/3D
我可以在非ECS/Dots代码中使用它吗?

是的,有一个混合工作流,其中游戏对象与实体同步。这也允许在面向对象编程中使用此包。当然,应该预料到性能会稍微差一些。
我可以在ECS上使用它吗?
是的,此软件包使用ECS。

此导航针对哪些游戏类型?
该软件包是为满足任何导航需求而开发的。然而,这个早期版本目前专注于3D/2D RTS、Moba、RPG、射击风格的流派游戏导航。

我可以扩展功能吗?
是的,该软件包的设计考虑到它可以扩展,因为每个游戏都对AI导航有独特的需求。此解决方案非常模块化,允许对现有行为进行简单的添加/删除。但是,为了有效地扩展功能,您需要了解ECS。

我可以将此包与其他路径解决方案(如A*Pathfinding Project Pro、AnyPath)一起使用吗?
此包中的解决方案非常模块化,因此用户可以扩展它以使用不同的解决方案,而无需修改此包。未来有计划与其他路径包进行协作。

我可以用它来吸引人群吗?
是和否。因为目前还没有运动场/矢量的实现,这通常会为大量人群产生最佳结果。然而,当前的导航也会在大群体中产生平滑的运动。在未来,我计划添加运动场。

这是确定性的吗?
所有系统都在固定更新中运行。理论上,它应该对Intel/AMD平台具有确定性(Burst)。然而,它仍然使用浮点数进行导航操作,这不会在所有平台上产生确定性代码。在未来,我计划通过引入定点类型来解决这个问题。

此套餐与本地规避有何不同?
这是一种新的本地回避方式。它是一个单独的包,因为它包含的范围比单纯的回避要大得多,而是完整的导航(例如全局路径、boid、碰撞……)。对于那些有本地规避套餐的人来说,他们可以进行付费升级,而不是支付全价。

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