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Unity Navmesh using another pathfinding algorithm
Hello, I would like to know if it's possible to change the pathfinding algorithm used on a NavMesh, as far as I know, by default Unity uses something based on the A* algorithm. Technics I would like to try are Dijkstra, Depth-first, and Breadth-first search.
PS: this is just for research purposes.
Answer by arrowmaster1252 · Jan 20 at 03:10 AM
I don't think so, as the things are made to interact very specifically. Maybe if you use the component workflow (https://github.com/Unity-Technologies/NavMeshComponents) you can change the code that actually does it, but that seems like a lot of work rather than just using a different system entirely.
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