This is just a demo of an implementation of Dijkstra's pathfinding algorithm done in Unity.

The code generates a 100x100 grid of tiles and the user can then select a starting node and a destination node & receive a visual display of the shortest path between them.

This was made from scratch by me without any reference to other code or tutorials - I took the explanation of how Dijkstra finds the shortest path, planned out pseudo code and implemented it. I'm planning on using this in conjunction with Unity's navmesh for turn based games and other use cases where I want to have a seperate 'layer' of pathfinding waypoints for AI to use.

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