Hi there! This topic is dedicated to the PathFinder 3D asset. The last actual version is 0.4.1. Below we will talk about some of the features of this asset, as well as about the prospects for development. Our asset allows you to search for paths in space on scenes of various configurations. It is perfect for any game scenarios where there must be flying or floating bots. For example, birds, spaceships, airplanes, fish, submarines or any other objects for which the path must be found in three-dimensional space, and not on surfaces. The search for the path is very fast, even on rather complex scenes. Pathfinding is performed using one of two algorithms: Modification of algorithm A * Lie algorithm (it’s a wave algorithm) The first algorithm is suitable for use in open spaces, i.e. in most game scenes. The second will give an advantage in search speed compared to the first on cramped scenes with a maze configuration. All the major algorithms of our asset are implemented using multi-threading, so the frame rate should not be lost under any usage scenarios. Obstacles can be any game objects of your choice. It is enough that the game object has a mesh of sufficient size and a special tag, or mesh collider. The obstacles of the scene are processed at the time of the start of the game. With the correct settings, this process does not last long and may well be included in the level loading process. But for procedurally-generated worlds, our asset is also suitable. Any objects that appeared on the scene after the start of the game can also be asynchronously handled during the game and entered into the space graph. Deleting objects from a space graph in real time is also possible. Thus, the process of finding a path can be performed even on changing scenes. Also in the asset there are built-in tools for smoothing and optimizing the found trajectories. These methods give the found trajectories a more natural look. We also have a means to move along the paths found. So building game scripts with bots will not present any major difficulties. We even have a tool for smooth pursuit of moving targets. (without jerks and expectations when rebuilding the trajectory) In short, we have a lot of things More information about all the possibilities, as well as about the use of an asset, you can read in the user's guide. Thanks to everyone who read this post, we hope you were interested in learning about our product! If you are interested, you can go to the asset store page. If you have any questions - write us an email, or ask a question directly on the forum. Also, you can try PathFinder 3D in action! Demos availible here. Now we will tell a little about our plans for the future. In the future, we want to introduce support for full-fledged dynamic obstacles, i.e. those obstacles that move, change size, shape, and so on. We also want to introduce a local avoidance mechanism. What would a large number of agents could search for paths and move without colliding and without intersecting with each other. Since the asset provides pathfinding possibility, it would be advisable to also provide users with the ability to build full-fledged AI. In order to use our product to create complex behavioral scenarios, as well as to customize the logic of interaction between bots and the player. Thus, there is an idea to create a full-fledged AI system with advanced settings for behavior and interaction.