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Crowd simulation for Unity

This project is a Burst-accelerated navigation mesh (NavMesh) system for Unity, designed with RTS-style crowd simulation in mind.
Unlike Unity’s built-in NavMesh, this implementation focuses on fast dynamic updates, low GC pressure, and scalable pathfinding.

What is a NavMesh?

A navigation mesh (NavMesh) is a collection of polygons (usually triangles) that defines the walkable areas in a game world.
It enables agents (units, NPCs, crowds) to find paths around obstacles and reach their targets efficiently.

In real-time strategy and large-scale simulations, traditional NavMesh systems often struggle with performance when updating or handling hundreds of units.
This project tackles that problem head-on.

Visulization

Project Structure

The project is split into tree main parts:

1. Navigation

  • Core NavMesh generation and updates
  • Node-based pathfinding with smart links
  • Optimized with Unity Burst for high performance

2. Avoidance

  • Job-based implementation of RVO2 (Reciprocal Velocity Obstacles) RVO2
  • Real-time crowd avoidance to prevent unit collisions
  • Scales well for hundreds of agents moving simultaneously

3. Crowd Simulation

  • Integration of navigation + avoidance + attacks
  • Designed for RTS-style games, swarms, and large agent counts

Tech Highlights

  • Built with DOTS (Entities + Jobs + Burst)
  • Use burst triangulation by andywiecko

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