Old Pathfinding - Unity Nav Mesh
Winkeltje, as many have known it since early access nearly 5 years ago, uses the built-in navigation solution that is provided by the Unity game engine. This solution is also known as Nav Mesh pathfinding. Nav Mesh is short for Navigation Mesh. Unity is able to generate a Nav Mesh during gameplay which then returns a mesh surface area on which the agents, like customers, employees and the cat, can navigate. We use the term agent for any entity that uses the pathfinding system to navigate. Here you see an old example of the Nav Mesh being regenerated when furniture gets moved.
- It is the go-to solution for pathfinding in Unity.
- It runs fast enough for Winkeltje.
- It is easy to set up and implement.
- It is easy to work with and adjust.
- It may cause agents to get stuck in seemingly random places without clear feedback as to why.


New Pathfinding - A* Grid
A thought that gained more popularity as we got increasingly more frustrated with this problem, was to just throw the entire Nav Mesh pathfinding system out the window and replace it with something else. Internally, we have fought against this notion for a very long time, because replacing such an integral system of a live game that has shipped on multiple platforms after about 5 years of development is a very risky, substantially complicated, and potentially incredibly problematic idea. After doing significant research for a solution that addresses our use case, we arrived at the very popular and effective A* pathfinding plugin. A* pathfinding has been around for a long time and has been used in hundreds of games. Fortunately, someone by the name of Aron Granberg has developed and maintained a Unity implementation of the A* pathfinding algorithm since 2017, which has been used by Unity games like Cult of the Lamb and Void Bastards. Here you can see an example of how the A* navigation grid looks in a shop that we have created for testing the pathfinding replacement.

Patch Notes
- Gameplay - Interact radius now increases up to double the starting value at max shop level.
- Language - Updated all translations to reflect community feedback.
- Pathfinding - Replaced old pathfinding system with a new system because agents would get stuck.
- UI - The unlock menu would incorrectly show that unlocking walls at 30 appeal would increase the appeal cap.