GitPedia

DotRecast

DotRecast - a C# port of Recast & Detour, Industry-standard navigation mesh toolset for .NET, Unity3D, games, servers

From ikpil·Updated June 21, 2026·View on GitHub·

*DotRecast is C# Recast & Detour, a port of [recastnavigation](https://github.com/recastnavigation/recastnavigation) and [recast4j](https://github.com/ppiastucki/recast4j) to the C# language.* *If you'd like to support the project, we'd appreciate starring(⭐) our repos on Github for more visibility.* The project is written primarily in C#, distributed under the zlib License license, first published in 2023. Key topics include: ai, crowd-simulation, csharp, detour, game.

Latest release: 2026.1.3
February 28, 2026View Changelog →

DotRecast

DotRecast is C# Recast & Detour, a port of recastnavigation and recast4j to the C# language.
If you'd like to support the project, we'd appreciate starring(⭐) our repos on Github for more visibility.


GitHub License
Languages
GitHub repo size
GitHub Repo stars
GitHub Actions Workflow Status
GitHub Actions Workflow Status
GitHub commit activity
GitHub issues
GitHub closed issues
NuGet Version
NuGet Downloads
GitHub Sponsors


demo

🚀 Features

  • 🤖 Automatic - Recast can generate a navmesh from any level geometry you throw at it
  • 🏎️ Fast - swift turnaround times for level designers
  • 🧘 Flexible - detailed customization options and modular design let you tailor functionality to your specific needs
  • 🚫 Dependency-Free - building Recast & Detour only requires a .NET compiler
  • 💪 Industry Standard - Recast powers AI navigation features in Unity, Unreal, Godot, O3DE and countless AAA and indie games and engines

Recast Navigation is divided into multiple modules, each contained in its own folder:

⚡ Getting Started

⚙ How it Works

Recast constructs a navmesh through a multi-step mesh rasterization process.

  1. First Recast rasterizes the input triangle meshes into voxels.
  2. Voxels in areas where agents would not be able to move are filtered and removed.
  3. The walkable areas described by the voxel grid are then divided into sets of polygonal regions.
  4. The navigation polygons are generated by re-triangulating the generated polygonal regions into a navmesh.

You can use Recast to build a single navmesh, or a tiled navmesh.
Single meshes are suitable for many simple, static cases and are easy to work with.
Tiled navmeshes are more complex to work with but better support larger, more dynamic environments. Tiled meshes enable advance Detour features like re-baking, heirarchical path-planning, and navmesh data-streaming.

🅾 License

DotRecast is licensed under ZLib license, see LICENSE.txt for more information.

📹 Demo Video

demo

demo

demo

Contributors

Showing top 12 contributors by commit count.

View all contributors on GitHub →

This article is auto-generated from ikpil/DotRecast via the GitHub API.Last fetched: 6/21/2026