Unity Pathfinding: DOTS, Flow Fields, RVO

Veröffentlicht am: 10 Januar 2026
auf dem Kanal: Shourya Singhania
153
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I spent a long time trying to find a good pathfinding solution for my RTS game. NavMesh was too slow for thousands of units, and the "pro" assets on the store often felt robotic or cost way too much for a student budget.

So, I built my own.

This is a pure Unity DOTS (ECS + Burst) flow field system designed to handle hundreds (or thousands) of units without lagging. It’s not just a grid—it uses vector smoothing to make units flow like liquid rather than marching in a single-file line.

What it does:

Liquid Movement: Units don’t snap to 45-degree angles. They curve smoothly around corners.

Real Avoidance: Uses a spatial hash to let units push each other naturally. No more stacking on top of each other.

Wall Detection: Units automatically flow around dynamic obstacles (walls, buildings) in real-time.

Performance First: Runs on background threads. I’ve tested 500+ units on my laptop with zero frame drops.

Who is this for? It's for anyone making an RTS, Tower Defense, or Swarm game in Unity who wants that "StarCraft" zerg-rush feel but doesn't want to write the heavy math from scratch.

It’s currently in v1.0. I’m sharing it here because I think it’s finally stable enough to be useful to others. If you use it, I’d love to see what you make!

Technical Requirements:

Unity 2022+ (DOTS compatible)

Entities Package

Burst Compiler

Installation: Just drag the .unitypackage into your project and look at the "Samples" folder to see how to set it up. It’s pretty plug-and-play.


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