Changelog
All notable changes to GTNav 2D are listed here. Versions follow Semantic Versioning: a minor version adds features without breaking existing projects, a major version may require changes on your side (they are listed under Upgrading).
[1.0.0] - 2026-10-09
First release.
Navigation
- Tilemap baking into a navigation graph: a ground Tilemap plus optional one-way platform and ladder Tilemaps.
- Shared jump model: every jump, fall and drop-through is validated by a step-by-step simulation that matches
Rigidbody2D, and agents replay exactly the trajectory that was baked.
- Steered jumps (rise straight up, then move sideways) for narrow pits, low ceilings and ledges overhead; long jumps take off from the edge of a platform.
- Movement Profiles: jump height and time to apex, move and air speed, body size, one-way platforms, ladder climbing. Links are baked per profile over shared nodes.
- Slopes (45° and 1:2), detected from sprite physics shapes or set with
NavTileTypes.
- Ladders, including ladders through one-way platforms.
- Moving platforms (
MovingPlatform2D, or your own IMovingPlatform): agents wait at docks, ride, choose where to get off, and drop onto platforms from above.
- A* with a binary heap and per-query buffers; several graphs per scene.
- Baking to a
NavGraphData asset in the editor, and background rebaking at runtime (NavGraph2D.BakeAsync) for destructible terrain.
Agents and enemies
NavAgent2D drives a Rigidbody2D along paths; INavAgent lets behaviours drive your own controller.
GroundChaser: patrols, chases across platforms, melee attacks.
JumpAmbusher: keeps its distance and leaps onto the target.
RangedShooter with Projectile2D: straight or lobbed shots over cover, optional lead aiming, retreats when the target gets close.
FlyingChaser with FlyingAgent2D: flies around terrain, hovers, dives; two cover modes (approach low, wait nearby).
- Knockback (
ApplyKnockback) and stun (Stun) for every enemy; attacks raise events only, so any health system works.
EnemyStateFlash: optional wind-up, attack and stun telegraph.
Editor and samples
- GameObject > GTNav 2D menu items for the graph, every enemy type, a plain agent and a moving platform, with ready-made presets.
- Scene view drawing of nodes, links and trajectories, with a path test (Shift + Click, Ctrl + Click).
- A main demo and nine feature scenes (basics, profiles, slopes and one-way platforms, ladders, moving platforms, flying, combat, runtime baking, ranged). The demo works with the Input System package or the legacy Input Manager.
- Unity 2022.3 LTS and Unity 6.
Known limitations
- Agents plan jumps with at most one turn in the air; moves that need steering several times mid-air are not planned. See Movement Profiles.
- Terrain must be made of Tilemaps.