EchoPath XR

Built for Unity devs—drop-in smoothing layer.

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Hey Product Hunt — I’m the maker of EchoPath Smooth (EchoPath XR).

I kept running into the same issue: agents would reach the target, but movement looked robotic—sharp turns, jitter, and unstable motion when replanning. EchoPath Smooth is a drop-in smoothing layer that turns raw waypoints (NavMesh, A*, or custom planners) into stable, comfort-safe motion rails.

https://echopathxr.gumroad.com/l/echopathsmooth

What’s next: more tiers + a broader SDK for navigation + motion quality tooling (plus a Unity Asset Store release).

I’d love feedback: what’s your biggest pain point with movement quality in Unity—XR locomotion, cameras, or agents?

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EchoPath XR

Hi HN — I’m Antoine (EchoPath XR).

I just launched EchoPath Smooth, a Unity tool that sits on top of your existing planner (NavMesh, A*, or custom waypoints) and converts raw waypoint output into stable, curvature-bounded motion.

Why: planners optimize for shortest distance + solve time — but not for motion quality (sharp turns, jitter, replans that “feel wrong,” camera discomfort, etc.).

What it does:

• Smooths waypoint paths into continuous rails

• Reduces sharp turns + motion spikes

• Preserves path identity across replans (less “twitch”)

• Designed for agents, cameras, and XR locomotion

What’s included: Unity package + Quick Start PDF + docs + example component.

Link: https://echopathxr.gumroad.com/l...

If you try it, I’d love feedback on:

what kind of paths/edge cases break smoothing in your projects

what controls you wish smoothing tools exposed by default

what would make you prefer this over rolling your own

Happy to answer anything technical.