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Solo dev (for now) on a 2D isometric project, satisfying path-finding on ones own is a frustrating exercise when working with a very simple game it can be an obstructive challenge.
I plugged this asset into my game and within 5 minutes I had my existing scripts updated to the Navigation2D API, already having set up a collider tile map layer for my levels, this sucker just worked on play.
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d
Exactly what I wanted
4 years ago
derfloh205on version 1.31
Thought it sounds neat, got it, it's neat. Like wtf it just works :D
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S
Perfect!
4 years ago
StrangeWays777on previous version 1.30
This has saved me so much trouble and runs super smooth, took me about 5 minutes to figure it out and an additional 10 minutes to implement it to my game and to integrate it to my checkpoint / respawn system. Works just like the Unity 3D NavMesh system which is exactly what I was hoping for and it's crazy because I had a dream of something just like this and in my dream I used 3D NavMesh on a 2D axis but I didn't know how to make that happen and then I found this about a week later! I was having problems using A* path finding due to the effect on performance but this has been a God send. Thank you so much to the developer it is worth every penny! I will send you a nice tip if my game ever lifts off because this has pretty much saved my game and would have been impossible without it!
EDIT: I thought this needed saying - to the guy who said you can't change the offset of the collider - the NavMesh you bake is based on the parameters you set within your collider components within your static objects or within your obstacle components on any object, you can literally set the offset position for the collider in the collider component or obstacle component where it says offset, so the problem is on your end and is completely down to user error and not the developer, I thought that needed mentioning because that may deter people but you can literally do exactly what you wanted if you knew what you were doing and it's unfair that the developer received 1 star for something that isn't true, try it again and do what I said and you will have your desired results
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This was exactly what I needed to get my game to work. I did struggle with setting NavAgent2D.enabled = false, do other movement, NavAgent2D.enabled = true to resume pathing. This would cause the agent to stop because it is too far from the hidden agent's position. However, I was able to create a workaround by re-syncing the hidden agent's position to object. Great work and ty!
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u
Amazing and easy
5 years ago
unity_Ozrl5uukywpPbQon previous version 1.29
Greate Asset!
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Don't be discouraged trying to implement AI movement! Setting up a navmesh and an agent to move in it was super easy. I have been learning Unity thru creating a 2D RPG and was a bit discouraged trying to figure out how to enable NPC movement thru areas. Then I found this asset and had it done in maybe like 5 minutes. One of the best libraries I've used!
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P
5 Minutes to get work
6 years ago
Patrick_Raineron previous version 1.29
Buyed, imported and got it to work in 5 Minutes. Great!
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I was looking for a way to make my "enemy" characters move towards the player, without hitting any colliders on a 2D map.
I overthought this a lot and finally ended up at this asset by searching a bit. Within less than an hour I got the things I needed running.
For me a real time saver and very nice in usage.
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S
Asset works but there is still improvements needed.
6 years ago
StephenRJudge27on previous version 1.29
This asset works well and is really helpful however is there anyway you can add collisions to the AI? If I want the AI to have a collider and not go through the player I am out of luck because the navmesh turns off the colliders. If you can fix this it would be a huge help. You should also add a facing direction to the AI because I had to code that in myself. I can send you the code for that if you want to add it in.
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