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h8man/NavMeshPlus

★ 2,297 · C# · MIT · updated Mar 2026

Unity NavMesh 2D Pathfinding

NavMeshPlus extends Unity's NavMeshComponents to work in 2D by collecting sources from tilemaps, sprites, and 2D colliders instead of 3D mesh geometry. It's a fork of Unity's own NavMeshComponents repo with 2D-specific glue code layered on top. If you're making a top-down or platformer game and want pathfinding that respects your Tilemap obstacles, this is the standard community solution.

1. Handles all three common 2D source types (Tilemap, Sprite, Collider2D) — you're not limited to just one workflow. 2. Installable via Package Manager as a git URL, which means no copy-pasting scripts into Assets and easy version pinning. 3. Active enough to track Unity API changes (last push March 2026), which matters because NavMesh internals shift between Unity versions and forks that lag behind break silently. 4. The caching extension (NavMeshCacheSources2d) exists, so you can avoid rebuilding the full mesh every time a dynamic obstacle changes.

1. It's a fork of an already-deprecated Unity package (NavMeshComponents was superseded by the AI Navigation package in Unity 2022+), so you're building on an uncertain foundation if you're targeting Unity 6 or later. 2. Setup is non-obvious — the rotation trick (X=-90) to align the surface with a 2D camera is a quirk that will confuse anyone who doesn't read the wiki first, and it's not surfaced in the editor. 3. No built-in support for dynamic runtime obstacle carving; NavMeshObstacle is a 3D concept and the 2D equivalent requires manual rebaking, which gets painful in games with lots of moving enemies. 4. Documentation is thin — a single wiki, a forum thread, and a demo repo that isn't kept in sync with current API.

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