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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, shrink-to-fit=no">
<title>Unity tilebased pathfinding</title>
<meta name="description" content="Tilebased pathfinding system designed to work with unity's tile mapping tools.">
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</head>
<body style="background-color: rgb(44,62,80);">
<header style="height: 106px;">
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<div class="col-md-12 col-lg-9 col-xl-9 d-lg-flex d-xl-flex align-items-lg-center align-items-xl-center">
<h1 class="d-xl-flex" style="padding: 16px;">Unity tilebased pathfinding</h1>
</div>
</div>
<div class="row">
<div class="col-12 col-md-12 col-lg-3 col-xl-3" style="width: 25%;">
<h3>Source:</h3><a class="text-nowrap d-inline-block" href="https://github.com/AaronEdge/TilePathfinding" style="padding-top: 8px;padding-right: 8px;padding-bottom: 8px;padding-left: 8px;">GitHub - TilePathfinding </a></div>
<div class="col-auto col-md-12 col-lg-9 col-xl-9 text-left"
style="width: 100%;">
<h6 class="d-block d-print-block d-sm-block d-md-block d-lg-block d-xl-block align-self-start justify-content-xl-start">Description</h6>
<p class="d-block">While developing a game for a personal project, I needed a pathfinding system that worked with unity’s tile map system.<br><br>I knew that an A* pathfinding algorithm would suit my purpose and after researching into existing solutions
I found SebLague's implementation on git hub. However, his interpretation did not use unity’s tile mapping system, so I adapted his code to meet my needs. I also added extra functionality, like being able to use multiple tile maps.<br><br>I
thought that other developers might need this tool in the future, so I uploaded it to GitHub and made it freely available.<br></p>
<h6 class="d-block">Client</h6>
<p>Personal project.</p>
<h6>Skills</h6>
<p>C#</p>
<h6>Technologies</h6>
<p>Unity</p>
<h6>Media</h6><img src="assets/img/Pathfinding/P_Screen_01.png" width="300" style="margin: 8px;"><img src="assets/img/Pathfinding/P_Screen_02.png" width="300" style="margin: 8px;"></div>
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