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Marchline

Deterministic, massively scalable pathfinding for Unity games with armies.

Marchline is navigation middleware built for RTS, tower defense, colony sims, and horde games — thousands of units finding their way, avoiding each other, and arriving sensibly, under a few milliseconds a frame.

Why Marchline

Sixty-second start

  1. Install the package.
  2. Empty GameObject → Add Component → Marchline → Nav World. It scans your obstacles on Play.
  3. On any unit: Add Component → Marchline → Marchline Agent.
  4. Move it:
GetComponent<Marchline.MarchlineAgent>().MoveTo(target.position);

Whole army: navWorld.MoveGroup(selectedUnits, clickPoint) — add keepFormation: true to keep the shape.

Performance (measured, not projected)

On an Apple M2 Max, release builds, from the repository bench suite: 10,000 actively repathing agents ≈ 0.5 ms/tick of planning; a full 10,000-agent simulation tick including separation, anticipatory steering, and hard collision ≈ 2 ms; a 256×256 flow-field build ≈ 1.5 ms; 50,000 cached-follow agents ≈ 1.4 ms. Budgets are counted in deterministic work units, never wall-clock, so lockstep peers stay bit-identical.

Documentation

Status

Marchline is in closed beta ahead of its Unity Asset Store release. Questions, beta interest, or studio licensing: support@marchline.dev