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Unity project demonstrating some pathfinding algorithm like A*

This was done for an assignment at Concordia University

By Shifat Khan

Project structure:

  • Script > Behaviors: has all script for behaviors from the book

  • Script > NPCs: Has NPC examples of using those behaviors These behaviors were re-used from my previous AI project

  • Scenes Folder:

    • Grid_Astar_Scene: to test grid/tile based pathfinding
    • POV_Astar_Scene: to test points of visibility pathfinding In both scenes, you can toggle between Dijstra or A* (euclidean). To do so, select the "TileManager" game object, and the select the appropriate "Heuristic" under the "Pathfinding" script component (in the inspector)

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