NavGrid Agent
Add Component → PlayMaker → NavGrid → NavGrid Agent
NavGridAgent is the main movement component for the NavGrid system.
It moves a GameObject on a NavGrid Asset, using:
- A pathfinding*
- Per-cell steering
- Manual grid-based movement (e.g., player input)
You configure the agent in the Inspector, then control it using NavGridAgent actions.
What the NavGridAgent Does
A NavGridAgent:
- Knows which NavGrid it should use
- Keeps track of its current grid cell and direction
- Can:
- Pathfind to a Transform (Move To Target)
- Pathfind to a world position (Move To Position)
- Move manually one cell at a time (player or AI controlled)
- Raises events internally (Arrived, No Path, etc.) which PlayMaker actions listen to
Most games will:
- Add a
NavGridAgentto a character - Assign a
NavGrid - Use PlayMaker actions to drive movement
Movement Modes
The agent supports three main target modes:
Pathfinding (Transform / Position)
Used by Pathfinding actions:
- Move To Target – follow a Transform
- Move To Position – move to a world-space position
The agent uses A* to build a path of grid cells and moves along them, respecting:
- Walkability
- Costs (from Tile Cost Profiles)
- Clearance (optional)
- Neighbor mode (4-way or 8-way)
Steering (Turn Decisions)
Used by Steering actions:
- Steer Towards Position / Target
- Steer Away From Position / Target
Instead of computing a full path, the agent chooses one step at a time (per cell), reacting to the current situation.
Manual Movement (Per-Cell)
Used by Manual movement actions:
- Set Direction
- Get Direction
- On Arrived
- Teleport
- Stop
You (or player input) choose the next direction on the grid.
The agent moves one cell at a time, optionally queuing turns, and staying constrained to walkable cells.
Key Inspector Settings
NavGrid
The NavGrid Asset this agent uses.
It defines the grid, walkable cells, costs, and orientation.
If this is missing or empty, the agent disables itself.
Movement
-
Speed
Top speed in world units per second. -
Acceleration Mode
How the agent accelerates/decelerates (e.g., instant vs smooth). -
Acceleration / Deceleration
How fast it speeds up or slows down when using smooth motion. -
Stopping Distance
How close the agent must get to the target to consider it "reached" -
Preserve Speed On Repath
If enabled, the agent keeps its current speed when a new path is computed (reduces tiny hitches).
Pathfinding Settings (A*)
Used when following a path to a target:
-
Repath Interval
How often to recompute the path (seconds).> 0– recompute every N seconds0– recompute every frame< 0– compute once and never update
-
Neighbors
4-way or 8-way connectivity. -
No Corner Cut
For 8-way movement: disallow cutting diagonally across corners. -
Avoid Reversal
Don’t choose paths whose first step immediately reverses the current direction. -
Min Clearance
Minimum clearance required in the NavGrid (0 = ignore).
Useful for “fat” agents that can’t go through tight corridors. -
Cost Weight
How strongly the agent cares about NavGrid costs:0– ignore costs- Higher values – avoid expensive cells more aggressively
-
Max Nodes
Safety limit on how many nodes A* can expand.
0means uncapped (use with care).
Manual Movement Settings
Used when Target Mode = Manual or when using manual movement actions:
-
Manual Allowed
Allowed directions:- 4-way (up/down/left/right)
- 8-way (including diagonals)
-
Turn Window
How close to the center of a cell the agent must be before it can accept a queued turn.
Larger values make turning easier/more forgiving. -
Normalize Diagonal
When moving diagonally in 8-way mode, optionally normalize speed so diagonals are not faster.
Events (Conceptual)
Internally, the agent exposes events that PlayMaker actions listen to:
- Arrived – reached the target or finished a manual leg
- NoPath – could not find a path
- Aborted – search aborted (e.g., node cap)
- ReachedEndOfCurrentPath – finished the current path, but not within stopping distance
- ManualFailed – manual move could not start (blocked/out of bounds)
You normally don’t need to wire these yourself - NavGridAgent actions wrap them into PlayMaker-friendly events.
Debug
- Draw Path Gizmos
Shows the current path or manual target in the Scene view:- Path lines
- Current segment marker
- Manual target marker
Helps debug why the agent chooses a particular route.
Teleport & External Movement
The agent supports teleporting and “external” movement (e.g. tweens):
- Teleport(worldPosition, keepSpeed)
- TeleportToCell(cell, snapToCenter, keepSpeed)
If something moves the agent outside of its own control (e.g., you set transform.position in another script), the agent detects that and rebuilds its internal state:
- For Manual mode: reacquires the current cell & center
- For Pathfollow: rebuilds the path from the new position
Typical Workflow
-
Create a NavGrid Asset
Bake from Tilemaps or build at runtime. -
Add a NavGridAgent
Assign the NavGrid in the inspector. -
Configure Movement & Pathfinding
Adjust Speed, Repath Interval, Neighbors, Stopping Distance, etc. -
Use NavGridAgent Actions in FSMs
- Pathfinding: Move To Target / Move To Position
- Steering: Steer Towards / Away
- Manual: Set Direction, On Arrived, Teleport, Stop
- Settings: Set NavGrid, Set Speed, Set Settings
-
Play & Debug
Turn on “Draw Path Gizmos” to see the path and tweak settings.