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Pathfinding / Start here

Game Pathfinding: Start Here

Choose the representation, engine API, or gameplay problem you have now. This page routes you to the guide that owns the implementation.

Recommended paths

Follow the path that matches the game.

Each sequence is intentionally short. Stop when the current guide answers the problem.

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Complete index / 47 guides

All pathfinding guides

02 / Grids

Grid data, terrain, and dynamic worlds

Turn authored cells into navigation facts, price traversal, and update the graph without losing state.

When water depth also decides whether an actor can cross a tile or a boat can clear the bed, the Godot 2D water addon with authored depth maps is in development for shared rendering and gameplay depth data.

  1. TutorialPac-Man-Style Ghost AI in Godot: Build the Full Maze ChaseBuild a complete playable maze chase with buffered movement, shared pursuer fields, modes, tunnels, and reservations.
  2. ImplementationTileMap to Navigation Grid in GodotTranslate TileMap facts into stable AStarGrid2D coordinates and blockers.
  3. ImplementationTileMapLayer Custom Data for Walkability in GodotUse TileSet custom data as the authored walkability source.
  4. ImplementationTileMapLayer Custom Data for Movement Costs in GodotValidate typed terrain metadata, reject untouched defaults, and apply one accepted cost batch to AStarGrid2D.
  5. ProofSmooth Grid Paths in Godot: Post-Smoothing vs Theta*Remove redundant grid bends first, then use verified Basic Theta* when visibility must change the selected route.
  6. SystemWeighted Terrain Pathfinding in GodotRoads, mud, danger, safe heuristics, and unit-specific terrain profiles.
  7. SystemRuntime AStarGrid2D Updates Without Full RebuildsPoint edits, structural updates, replay, and route invalidation.
  8. SystemGodot Reachability Rules: Validate a World Change Before It Traps the PlayerDeclare phase- and profile-aware reachability rules, then reject only new or worsened failures.
  9. ProofStop Players from Blocking the Path in a Godot Tower DefenseReject placements that block every legal route.

Unity pathfinding

Explicit grids and continuous geometry

Use the downloadable Unity C# starter for a small explicit cell graph. For continuous movement across scene geometry, use Unity's first-party AI Navigation documentation.

Beyond the built-ins

PathForge for Godot

PathForge is being built for profile-aware movement, multi-size clearance, dynamic blockers, tactical ranges, shared fields, and editor-visible navigation state.

View PathForge