Pathfinding test for my upcoming game. -move the view with arrows -you can press 1 to place and 0 to delete blocks, but you have to click the flag again so the node graph generate again (if the project lags for you set the "_display nodes" to 0) 1551 blocks, not bad --How it works?-- Firstly the alghoritm generates a node graph and finds connections between nodes, excluding the impossible or useless connections. And then I'm using A Star Alghoritm to find the path between two given points. --Nodes visualization explained-- The green circles are the nodes, which is where the player/bot can go. If it's darker it means the alghoritm considered this node when finding the shortest path. These small arrows show where you can get from that node, the curved lines show where you can get by jumping, squares on the curve are colliders where the alghoritm checked if the path isn't blocked. Why is there a gradient on the blocks? if a block is on a different platform, its color is changed a little to visualise it. That data was important when checking if the connection isn't useless, if there is already a connection from one platform to another there is no need for another connection.