AI, pathfinding & boids
Enemies and NPCs need to move and decide. These guides cover NavMesh, A* on grids and graphs, flow fields, steering and boids, behaviour trees and state machines. Pick the method that fits your world: navmesh for 3D levels, grids for tactical and tile games. 28 hand-picked Unity guides, tutorials, videos and repos, kept current.
- Why you should switch to NavWorld in Unity 6.6
NavWorld is Unity 6.6’s way to query a NavMesh from a job. This video covers what that handle actually is, how it picks up the surfaces and links you already loaded, and why CalculatePath on the main
youtube.com · Oct 2026 - Moving two million soldiers in Unity with compute shaders and flow fields
How compute shaders and flow fields drive two million units at about 11 ms per frame.
jettelly.com · Sep 2026 - Optimizing Deep Rock Galactic: Survivor for Mobile
Mobile port techniques: flow field navigation, KD-tree queries, GPU-driven rendering, Burst jobs and Addressables.
unity.com · Sep 2026 - Boids in Unity: Flocking, Swarming, and Crowds
Learn how to build Craig Reynolds' classic Boids algorithm from scratch in Unity. In this tutorial, we'll implement separation, alignment, cohesion, obstacle avoidance, and boundary steering while bre
youtube.com · Aug 2026 - Can AI Finally Write Unity DOTS Code?
⌚ Time stamps for key topics ⌚
youtube.com · Jul 2026 - Simulating thousands of fish using boids in Unity ECS
Life Below's flocking of thousands of fish with boids on Unity ECS.
jettelly.com · Jul 2026 - A Thousand Fish and Nobody Steering
Boids flocking explained through the ambient fish school in a Unity naval game: three local rules, a spatial hash that kills the O(n squared) neighbour check, Burst jobs, and one mesh for the whole school.
bartouv.github.io · Jul 2026 - Build Custom Unity MCP Tools for Coding Agents
Learn how to supercharge AI coding assistants like Cursor by teaching them your exact Unity editor workflows. In this step-by-step tutorial we start with Unity’s official MCP bridge, and create a full
youtube.com · Jun 2026 - Hex Map 5.3: Storing the Found Path
Hex Map 5.3 update storing the found path.
catlikecoding.com · Jun 2026 - How to Build Realistic AI Perception and Memory in Unity
Building a clean implementation of the Target Tracks Perception System from Game AI Pro. Instead of giving AI agents perfect information, we create a system where they can only perceive what they see
youtube.com · Jun 2026 - Coding Adventure: Improving my Rubik's Cube Solveryoutube.com · Jun 2026
- Coding Adventure: Rubik's Cubeyoutube.com · May 2026
- Exploring procedural design in Rain World: The Watcher
Procedural animation and emergent enemy behaviors that drive Rain World's living ecosystem.
unity.com · Sep 2025 - Hierarchical AI state system from Bad North (thread)
Thread on Bad North's nested state hierarchy AI, its cache-miss costs and a source-generated alternative.
bsky.app · Nov 2024 - The Genius AI Behind The Sims
Explains The Sims' utility-based AI where objects advertise needs that drive character behaviour.
youtube.com · Jun 2023 - How do Stealth Games Deal with Detection? - School of Stealth Part 3
How stealth games handle detection states, alert phases and giving players feedback.
youtube.com · May 2020 - How Stealth Game Guards See and Hear - School of Stealth Part 1
How stealth game guards perceive players through vision cones, hearing and awareness meters.
youtube.com · Mar 2020 - What Makes Good AI?
Principles of good enemy AI: readable behaviour, telegraphing and fair challenge.
youtube.com · May 2017 - Hex Map 17: Limited Movement
Hex Map part 17: pathfinding for turn-based limited movement.
catlikecoding.com · May 2017 - Hex Map 16: Pathfinding
Hex Map part 16: adding pathfinding.
catlikecoding.com · Apr 2017 - How Event[0]'s AI Puzzle Assistant Works
How Event[0] uses a typed conversational AI as both puzzle and narrative device.
youtube.com · Dec 2016 - Introduction to the A* Algorithm
Interactive walkthrough from breadth-first search to Dijkstra to A*, with heuristics explained.
redblobgames.com · May 2014 - Implementation of A*
Python, C++ and C# implementations of A* with priority queues and path reconstruction.
redblobgames.com · May 2014 - Breadth First Search: multiple start points
Distance maps from many seed points, useful for influence maps, spawn rules and AI queries.
redblobgames.com · Apr 2014 - Grid pathfinding optimizations
Faster pathfinding on grids: jump points, hierarchical maps and other speed-ups, with their trade-offs.
redblobgames.com · Mar 2014 - Flow Field Pathfinding for Tower Defense
One search from the goal gives every unit its direction, ideal for crowds and tower defence.
redblobgames.com · Feb 2014 - Grids and Graphs
How to model a game map as a graph, and when grids, meshes or waypoints suit pathfinding.
redblobgames.com · Feb 2013 - Coding Adventure: Boids
Video experimenting with boids flocking simulation.
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