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.
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.
The project is split into tree main parts:
- Core NavMesh generation and updates
- Node-based pathfinding with smart links
- Optimized with Unity Burst for high performance
- 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
- Integration of navigation + avoidance + attacks
- Designed for RTS-style games, swarms, and large agent counts
- Built with DOTS (Entities + Jobs + Burst)
- Use burst triangulation by andywiecko