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Pathwise: Navigation and Crowd Agents Kit

Make anything find its way. navKit bakes a walkable map from the level you already have, in one call, and gives you a NavAgent you can drop on any character, creature, drone or vehicle. Choose a fine walkable grid, a light waypoint network for big open spaces, or a multi-level map whose floors are joined by ramps, ladders, jumps and teleporters. Pick from eight movement styles (walker, runner, heavy, flier, swarm, wheeled, sneaker and climber) and swap them while the game runs. Agents smooth their paths, slow down to arrive, steer around each other, route around crates you push, and tell you when they arrive or cannot get there. Click to move, debug drawing you can switch on and off while playing, and crowds of 30 that cross both ways without piling up. Works in multiplayer, with the host moving every agent so all players see the same thing, and in the web browser. Open the gallery to see it all running.

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Updated Oct 18, 2026
navigationpathfindingaiagentscrowdsteeringkitmultiplayerclick-to-movenpc

navKit 1.2.1 is an installable navigation package for Zero worlds. Add it to your world and anything (a villager, a drone, a cart, a crowd) can find its way around your level. This world is its live gallery: press Play and everything below is already moving.

What you get

  • A walkable map in one call, baked from the colliders (and terrain) your level already has. Pick the kind that suits the place: a fine grid for rooms and mazes, a light waypoint network for big open fields, or a multi-level map for floors above one another.
  • NavAgent, a component you put on any object: give it a spot or something to follow. It smooths its path, slows down to arrive, steers around other agents, re-plans when something moves into its way, and tells you when it arrives or cannot get there.
  • Eight movement styles, each with its own look, switchable while running: walker, runner, heavy, flier, swarm, wheeled, sneaker and climber.
  • Links between places: ramps, stairs, ladders, jumps across gaps, teleporters and doors. Each style decides which links it takes; a cart refuses a ladder, a climber loves one.
  • Movable obstacles: a crate that blocks the map where it sits, so agents route around it and re-route when it is pushed.
  • Click to move, and a debug view (the baked map, every path, every steering point) with an on-screen button and the N key.
  • Multiplayer built in: one player moves the agents and every player sees them in the same places; when that player leaves, another takes over.

Install it in your world

Search ZeroMind for navKit and install navKit.package, then put a NavMap and a NavAgent in your scene. The package README opens with a five-line example that works in a brand-new world with nothing else installed. It needs no other package: it is built on the engine's own pathfinding and flocking.

In the gallery

  • Eight lanes, one per movement style, side by side.
  • A plaza where a crowd of 30 crosses both ways (spawned by spawnerKit from Wavecaller).
  • Three map areas: a maze on a walkable grid, a boulder field on a waypoint network, and a two-storey building joined by a ramp, stairs, a ladder, a jump gap and a teleporter.
  • A corridor with a crate: walk into it to push it, and watch the walkers re-route.
  • A white capsule that goes wherever you click, and a Debug drawing button in the corner.

MIT licensed. Tests cover every public call, including agents that really walk, detour and climb.

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