Enemies that really chase you across platforms.
Version 1.0.0. See the Changelog.
GTNav 2D bakes your Tilemaps into a navigation graph for 2D platformers and drives Rigidbody2D enemies along it. Whether a jump is possible is decided by simulating the actual physics trajectory, and the agent replays that same trajectory at runtime. Jumps that the pathfinder accepts are jumps the character makes.
Rigidbody2D. The character’s body is swept along the arc, so it never clips a ceiling or ledge corner.GroundChaser: patrols, chases across platforms and attacks in melee range.JumpAmbusher: keeps its distance and leaps onto the player.FlyingChaser: flies around terrain, hovers above the player, then dives.RangedShooter: moves to a spot with a clear shot, keeps its distance, and fires straight or lobbed projectiles over cover.All of them give up cleanly when the player is unreachable, and can be knocked back and stunned. The optional
EnemyStateFlash component blinks the sprite during wind-ups, attacks and stuns, so players can react.
INavAgent interface, so you can plug in your own character controller.| Page | What it covers |
|---|---|
| Quick Start | From import to a chasing enemy in about 5 minutes |
| Movement Profiles | Jump height, speed, body size and how they affect baking |
| Terrain and Enemy Features | Slopes, ladders, moving platforms, flying and ranged enemies, knockback and stun, bosses, baking options |
| API Reference | Components, scripting API and the core algorithms |
| FAQ | Troubleshooting and common questions |
| Changelog | What changed in each version |
GTNav2D/
Runtime/ Core algorithms, baking, NavAgent2D, enemy behaviours, profiles
Editor/ Inspectors, Scene view tools, GameObject menu items
Presets/ Default Movement Profile and behaviour settings used by the menu items
Samples/Demo/ Demo scenes: GTNav2D_Demo.unity plus one scene per feature in Scenes/
Tests/ EditMode and PlayMode tests (only compiled when the Test Framework is present)
Documentation/ This documentation
Demo scenes in Samples/Demo/Scenes:
| Scene | Shows |
|---|---|
| 01_Basics | Click to move one agent; walk, jump, fall and drop-through links |
| 02_Profiles | Two profiles taking different routes to the same spot |
| 03_Slopes_OneWay | 45° and 1:2 slopes, stacked one-way platforms |
| 04_Ladders | Climbing between floors |
| 05_MovingPlatforms | A ferry and a three-stop elevator; lava marked Empty with Nav Tile Types |
| 06_Flying | Flying chasers hovering and diving |
| 07_Combat | Melee attack (J) with knockback and stun |
| 08_RuntimeBake | Dig and build tiles with the mouse; background rebaking |
| 09_Ranged | A shooter that keeps its distance and a grenadier lobbing over a wall |
Demo controls: A/D move, Space (or W / Up) jumps (hold for higher), S + Space drops through one-way platforms, W/S climb ladders, J attacks (07, 09). Debug keys: P enemy paths, N navigation graph, G next profile’s links (02), L state labels, R respawn. The marker above an enemy shows its state: yellow noticed, orange chasing, white wind-up, red attack, gray recovering or returning, blue stunned.
You can delete Samples and Tests after evaluating the package. Presets is used by the GameObject menu items.
Deleting Samples also removes the Demo Player menu item and the GTNav2D Palette tiles that the Quick Start uses.