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Cover image for A* Algorithm vs Unity NavMesh: Choosing the Right Pathfinding for Your Game
Sivakumar Prasanth
Sivakumar Prasanth

Posted on • Originally published at Medium

A* Algorithm vs Unity NavMesh: Choosing the Right Pathfinding for Your Game

What’s A*?

A* (A-star) is a search algorithm used to find the shortest path between two points on a grid or graph.

What’s Unity NavMesh?

NavMesh is Unity’s built-in navigation system.


When to Use A* Algorithm

2D Grid-Based Games: Great for top-down, tile-map games like Pokémon, Fire Emblem
Custom Pathfinding: You need full control over the algorithm or grid
No Unity Engine (Custom Engine): You’re building from scratch
Dynamic or Procedural Worlds: You generate maps at runtime and need custom solutions
Low-poly / Small Worlds: Simple grid = fast A* computation

When NOT to Use A* (Use NavMesh Instead)

🚫 3D Terrain or Complex Geometry: A* doesn’t understand 3D mesh surfaces
🚫 Need Agent Features: No built-in agent radius/height, obstacle avoidance
🚫 Performance Bottlenecks in Large Maps: Grid-based A* gets slow as grid size increases
🚫 Want Auto Pathfinding in Unity: Unity NavMesh does the heavy lifting automatically


When to Use Unity NavMesh

3D Games (FPS, Adventure): Works out of the box with terrain, stairs, ramps
You’re Using Unity: Built-in, highly optimized, works with Agents and Obstacles
Want Dynamic Pathfinding: NavMesh can update with NavMesh Surface or Carving
Need Agent-Based AI: Handles multiple AI units with different sizes/behavior

When NOT to Use NavMesh (Use A* Instead)

🚫 2D Games: NavMesh is mainly for 3D navigation (2D support is hacky)
🚫 Fully Dynamic Worlds: You can’t rebake NavMesh instantly at runtime
🚫 Custom Game Engines: NavMesh is Unity-specific
🚫 Hex or Irregular Grids: NavMesh doesn’t support custom-shaped tile systems natively

Find my NavMesh Demo Project Here


TL;DR Summary

  • Top-down 2D tile game: A*
  • 3D Adventure/FPS: NavMesh
  • Procedural dungeons: A*
  • RTS / MOBA (3D with units): NavMesh
  • Custom logic / AI testing: A*
  • Unity 3D project with terrain: NavMesh

How do I handle dynamic environments in a 3D game where the NavMesh must update instantly at runtime?

Unity’s built-in NavMesh system is not ideal for highly dynamic environments. But there are workarounds & better solutions depending on your game’s needs.

Why NavMesh is Limited in Dynamic Worlds
Unity’s NavMesh baking is not real-time. It takes time and can’t rebake every frame. Even NavMeshObstacle with carving only supports:

  • Simple object avoidance
  • No large-scale changes (like terrain deformation or new platforms appearing)

So if your game has:

  • Platforms moving
  • Terrain changing
  • Buildings spawning/despawning

You need more flexible solutions….

Best Solutions for Real-Time Navigation in Dynamic 3D Worlds

✅ Use NavMesh with Carving enabled for minor changes like doors, crates, small obstacles

✅ Use NavMeshComponents package, when only parts of the environment change

✅ A Pathfinding Project (by Aron Granberg)*

  • Best for fully dynamic 3D worlds
  • Supports grid, navmesh, and point graph types
  • Real-time updates & graph recalculations
  • Unity compatible and production-ready

Why it rocks:

  • Real-time updates
  • Supports layered worlds, moving platforms
  • Optimised & widely used in indie and AAA

Find Aron Granberg’s path finding projects:
Free
Paid

Many devs switch to this when Unity’s NavMesh isn’t enough.


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