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AnyPath

– No dynamic obstacle avoidance, as this is beyond the scope of A* and very game dependant

– Graph serialization (except for the platformer graph), as usually the graph can be easiliy generated at runtime. You can write your own serialization though.

– The platformer graph is the only graph which has a built in edit tool, other data structures need to be generated at runtime.

– No bi-directional A* search, search is always from start to goal

Check out the details from the Unity Asset Store: https://assetstore.unity.com/packages/tools/behavior-ai/anypath-213200

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