Wayfarer Tools

Pathfinding for Unity that just works, with full source.

PathFinder gives your characters fast multithreaded A* on grid, layered grid, point and navmesh graphs, automatic navmesh generation from your level, path smoothing, ready to use movement components and ORCA crowd avoidance. 3D and 2D.

Get it on the Unity Asset Store Read the documentation
Unity 2021.3+ and Unity 6 Built-in, URP, HDRP 100% C#, no dependencies Edit and play mode tests included

Everything you need to move characters

One package, from the graph to the crowd.

R

Recast Graph

Generates a navmesh automatically from colliders, meshes and terrains. Voxel based, understands stairs, ramps, low ceilings and the agent radius.

G

Grid and Layered Grid

Fast to scan, updates in real time, 4/8 neighbours, slope and step limits, erosion, penalties. Layered grids handle multi storey buildings and bridges.

N

NavMesh and Point Graphs

Use any mesh, Unity's own baked NavMesh, or hand placed waypoints connected by distance and line of sight. Mix up to 32 graphs per scene.

A

Threaded A* core

Per thread search data, zero allocations in the hot loop, 32 tags with per agent penalties, partial paths, multi target and flee paths, instant reachability checks.

M

Great looking paths

Funnel string pulling, raycast simplification against the graph or physics, and average, corner cutting or Bezier smoothing. Write your own modifier in a few lines.

C

Crowds that flow

ORCA local avoidance with priorities, layers, static and dynamic obstacles, multithreaded stepping. Works with the movement components out of the box.

U

Runtime updates

Walkability, penalty and tag updates, physics rescans for moving obstacles, batching, off-mesh node links for jumps, ladders and teleporters.

2D

2D games

Switch the movement plane to XY: 2D physics scanning, Rigidbody2D movement, sprite rotation modes and 2D avoidance.

E

Editor tooling

Custom inspectors, scene handles, colour coded gizmos, tag and graph mask fields, a graph cache for instant startup, procedural demo scenes.

See it run

Captured straight from the demo scenes that ship with the package.

Grid graph. Obstacles dropped at runtime update the graph; the brown zone is a penalty area agents prefer to avoid.
Recast graph. The navmesh is generated from the colliders, including stairs and a ramp.
Layered grid. Ground and platform are separate layers connected by a ramp and a one-way node link.
Local avoidance. Sixty agents cross a circle through each other using ORCA.
NavMesh graph. Paths on a mesh asset, string pulled by the funnel modifier.
2D. The same components in the XY plane with 2D colliders.

Four steps to a moving character

No code required for the basics; a clean API when you need more.

Add GameObject > PathFinder > Pathfinder Manager. Choose a Recast or Grid graph, size it, press Scan.
Add Seeker and AIPath to your character, plus a Funnel Modifier for smooth corners.
Set AIPath.Destination from code, or add AIDestinationSetter with a target transform.
For crowds add an RVO Simulator to the scene and an RVO Controller to each agent. Done.

Full source, tested

Every line ships as readable C#. No DLLs, no native plugins, no third party code.

Original implementation

The A* core, the voxel navmesh pipeline, the funnel algorithm and the ORCA avoidance are all implemented from the published algorithms, in plain C# you can read and extend.

Tests you can run

Edit mode unit tests cover the core; play mode tests load the demo scenes and check that agents actually arrive, climb ramps and cross crowds.

Documentation

A complete manual covers every component and setting, with a performance guide and troubleshooting section. Read it online.