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Every asset moderated by Unity
Unity Version | Built-in | URP | HDRP |
---|---|---|---|
2022.3.23f1 | Compatible | Compatible | Compatible |
The latest version of HyperNav requires UniTask to work.
In order to run the demos, you'll want to use your render pipeline tools to convert the materials in these folders:
- Assets/Plugins/Infohazard/Demos/Infohazard.HyperNav/Materials
- Assets/Plugins/Infohazard/Demos/Shared Demo Assets/Materials
HyperNav is a navmesh-like system for implementing volumetric and omnidirectional navigation. Unlike a navmesh, HyperNav creates volumes in which characters can navigate on all three axes, and surfaces on which characters can walk between floors, ceilings, and anything in between. In addition to pathfinding, HyperNav can also handle avoidance between groups of agents, and between agents and dynamic obstacles.
Now, by popular demand, HyperNav also supports runtime baking! If you're building your levels procedurally, you can generate the navigation data at runtime if necessary. Or, if you're using modular level sections, you can bake the data for each section, and create the links between them at runtime (link generation is now very fast).
I developed it for Astral Horizon, an FPS with 6-DOF gameplay, and it is best suited to similar games (where characters with the ability to fly need to navigate enclosed spaces). HyperNav should work great on desktop, console, mobile, and web. If you find that it doesn't, let me know and I'll do what I can to help out!
HyperNav requires the Infohazard.Core library, which you can get on the asset store here or on Github here, as well as UniTask, which you can get on Github here.
You can find more information and documenation here. Video tutorials are available here.
For questions or suggestions, email me at infohazard.games@gmail.com, or join the Infohazard Games Discord: https://discord.gg/V2jTnpS8zZ.
HyperNav: 3D Pathfinding and Navigation
