Unity Pathfinding was designed for 2D/3D movement with float value positions (by which I mean X/Y/Z can equal 1, 2, 3, etc. and 1.5, 1.2, etc. (with decimals)).
In theory, yes you could get Unity Pathfinding to work with a grid based system but it would be a little complex. Unity Pathfinding is (for the most part) static. You cannot create or modify nav meshes on the fly, so if you have a 3D grid based game (like Dwarf Fortress), Unity Pathfinding would not work very well for you.
If you had static worlds, you could generate a path and find the nearest center of a 'block' for each path waypoint.
If you can, I would use something like A* Pathfinding. It is much more suited for grid based pathfinding systems.
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