DoN's 3D-Pathfinding / Flying-AI system (with full source!)

Thanks a lot for your fast reply man :smiley: I tried the unbound and it’s pretty much what we need when the parameters are optimized for our needs so thanks for mentioning that. Only problem is that repathing based on dymanic obstacles, doesn’t work properly. It only works if an obstacle is static and hasn’t moved by the time of initial requesting of a path. If the obstacle moves, the actors pass through it almost all the time. Are there certain parameters that I should be changing to help with this issue? Like voxel size? Also is dynamic repathing there anyway for the unbound manager out of the box?