Development of Unity3D-Based Intelligent Warehouse Visualization Platform with Enhanced A-Star Path Planning Algorithm
Abstract
1. Introduction
- (1)
- At the system architecture level, leverage software such as Unity3D (Version 2022.3.4f1c1) and 3ds Max (Version 2020) is used to develop a virtual factory simulation platform for intelligent warehousing. This ensures stable platform operation and functional rationality, enabling effective interaction between employees, the platform, and goods.
- (2)
- Optimizing the AGV path planning algorithm, this study addresses inherent limitations of the traditional A-star algorithm by proposing a comprehensive enhanced A-star algorithm. This approach integrates dynamically weighted heuristics, direction-adaptive five-neighborhood search, efficient list management using hashing and binary heaps, bidirectional search strategies, and path smoothing via Bézier curves. It aims to simultaneously optimize search efficiency, path length, and operational smoothness.
- (3)
- Construct a virtual simulation environment within the Unity3D engine to conduct multi-scenario, multi-metric experimental validation of the enhanced A-star algorithm. A comparative analysis with the traditional A-star algorithm evaluates its performance enhancement in real-world warehouse operations, delivering forward-looking yet practical solutions for enterprise intelligent upgrades.
2. Related Work
2.1. Key Technologies
- (1)
- Intelligent warehouse system and virtual simulation platform
- (2)
- Unity3D-based logistics simulation technology
- (3)
- Research progress in path planning algorithms
2.2. Problem Analysis
3. Platform Design
3.1. Overall Platform Architecture
3.2. Warehouse Management Module Architecture Design
3.3. Platform Function Design
3.4. Database Design
4. Realization of Intelligent Storage Platform
4.1. Warehouse Factory Model Construction
4.2. Realization of Each Functional Module
4.2.1. Login and Navigation Functionality Design
4.2.2. Visual Roaming Function Design
- (1)
- First-person roaming perspective
- (2)
- AGV cart drive simulation
4.2.3. Design of Intelligent Warehouse Management Functions
4.3. Platform Operation and Debugging
5. Platform Path Planning Simulation Verification
5.1. Algorithm Selection
- (1)
- Dijkstra’s algorithm
- (2)
- A-star algorithm
- (3)
- Comparison of algorithm advantages and disadvantages
5.2. Algorithm Improvement and Optimization
5.2.1. Heuristic Function
- (1)
- Manhattan distance heuristic function
- (2)
- Euclidean distance heuristic function
- (3)
- Chebyshev distance heuristic function
5.2.2. Search Neighborhood Optimization
5.2.3. Data Storage List Structure Optimization
- (1)
- Hash table
- (2)
- binary heap
5.2.4. Bidirectional A-Star Pathfinding Algorithm
5.2.5. Bézier Curve
5.2.6. Comparison of Optimization Results
5.3. Experimental Verification and Result Analysis
- (1)
- Simulation environment establishment
- (2)
- AGV car drive simulation
- (3)
- Simulation result analysis
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Appendix A.1





Appendix A.2


Appendix A.3


Appendix A.4

Appendix A.5



Appendix A.6






Appendix B
Appendix B.1
| public class dengLuZhuCe: MonoBehaviour |
| { |
| public Input Field input_Name;//user name |
| public Input Field input_Pw;//password |
| public void Btn_Login() |
| {if (input_Name.text == ““ || input_Pw.text == ““) |
| {print(“The account or password cannot be empty!”);} |
| else if (input_Name.text == “123,456” && input_Pw.text == “456,789”) |
| {print(“login successfully”); |
| UnityEngine.SceneManagement.SceneManager.LoadScene(1);} |
| else |
| {print(“Account or password not found, login failed!”); } |
| } |
Appendix B.2
| private void Update() |
| { |
| isGround = Physics.CheckSphere(groundCheck.position, checkRadius, groundLayer); |
| if(isGround && velocity.y < 0) |
| {velocity.y = −2f;} |
| horizontalMove = Input.GetAxis(“Horizontal”) * moveSpeed; |
| verticalMove = Input.GetAxis(“Vertical”) * moveSpeed; |
| dir = transform.forward*verticalMove + transform.right * horizontalMove; |
| cc.Move(dir * Time.deltaTime); |
| velocity.y -= gravity * Time.deltaTime; |
| if(Input.GetButtonDown(‘Jump’) && isGround) |
| {velocity.y = jumpSpeed;} |
| } |
Appendix B.3
| csharp |
| if (Input.GetKey(KeyCode.W)) |
| {transform.Translate(Vector3.forward * speed * Time.deltaTime);} |
| else if (Input.GetKey(KeyCode.S)) |
| {transform.Translate(Vector3.back * speed * Time.deltaTime);} |
| else if (Input.GetKey(KeyCode.A)) |
| {transform.Translate(Vector3.left * speed * Time.deltaTime);} |
| else if (Input.GetKey(KeyCode.D)) |
| {transform.Translate(Vector3.right * speed * Time.deltaTime);} |
Appendix B.4
| void Start() |
| { |
| FileInfo fileInfo = new FileInfo(filepath); |
| using (ExcelPackage excelPackage = newExcelPackage(fileInfo)) |
| {ExcelWorksheet worksheet = excelPackage.Workbook.Worksheets[1]; |
| for (int i = 2; i <= worksheet.Dimension.End.Row; i++) |
| {var obj = Instantiate(Resources.Load<GameObject>(“infos”),content.transform) as GameObject; |
| obj.name = i.ToString(); |
| for (int j = 1; j <= worksheet.Dimension.End.Column; j++) |
| {obj.transform.GetChild(j − 1).GetComponent<InputField>().text = worksheet.GetValue(i,j).ToString(); |
| obj.transform.GetChild(j − 1).name = j.ToString(); |
| obj.transform.GetChild(j − 1).gameObject.AddComponent< Modify >();}}} |
| } |
Appendix B.5
| void Start() |
| { |
| FileInfo fileInfo = new FileInfo(filepath); |
| using (ExcelPackage excelPackage = new ExcelPackage(fileInfo)) |
| {ExcelWorksheet worksheet = excelPackage.Workbook.Worksheets[1]; |
| for (int i = 2; i <= worksheet.Dimension.End.Row; i++) |
| {var obj = Instantiate(Resources.Load<GameObject>(“infos”),content.transform)as GameObject; |
| obj.name = i.ToString(); |
| for (int j = 1; j <= worksheet.Dimension.End.Column; j++) |
| {obj.transform.GetChild(j − 1).GetComponent<InputField>().text = worksheet.GetValue(i,j).ToString(); |
| obj.transform.GetChild(j − 1).name = j.ToString(); |
| obj.transform.GetChild(j − 1).gameObject.AddComponent< In-memory modification>();}}} |
| } |
Appendix B.6
| void Start() |
| { |
| FileInfo fileInfo = new FileInfo(filepath); |
| using (ExcelPackage excelPackage = new ExcelPackage(fileInfo)) |
| {ExcelWorksheet worksheet = excelPackage.Workbook.Worksheets[1]; |
| for (int i = 2; i <= worksheet.Dimension.End.Row; i++) |
| {var obj = Instantiate(Resources.Load<GameObject>(“infos”),content.transform)as GameObject; |
| obj.name = i.ToString(); |
| for (int j = 1; j <= worksheet.Dimension.End.Column; j++) |
| {obj.transform.GetChild(j − 1).GetComponent<InputField>().text = worksheet.GetValue(i,j).ToString(); |
| obj.transform.GetChild(j − 1).name = j.ToString(); |
| obj.transform.GetChild(j − 1).gameObject.AddComponent< ModifyOutbound>();}}} |
| } |
Appendix B.7
| A-star algorithm |
| nstart = self.Node(self.calc_xyindex(sx, self.minx), |
| self.calc_xyindex(sy, self.miny), 0.0, −1) |
| ngoal = self.Node(self.calc_xyindex(gx, self.minx), |
| self.calc_xyindex(gy, self.miny), 0.0, −1) |
| open_set, closed_set = dict(), dict() |
| open_set[self.calc_grid_index(nstart)] = nstart |
| while True: |
| if len(open_set) == 0: |
| print(“Open_set is empty…”) |
| break |
| c_id = min(open_set, key = lambda o: open_set[o].cost + self.calc_heuristic(ngoal, open_set[o])) |
| current = open_set[c_id] |
| if show_animation: |
| plt.plot(self.calc_grid_position(current.x, self.minx), |
| self.calc_grid_position(current.y, self.miny),”xc”) |
| plt.gcf().canvas.mpl_connect(‘key_release_event’, |
| lambda event: [exit(0) if event.key == ‘escape’ else None]) |
| if len(closed_set.keys()) % 10 == 0: |
| plt.pause(0.001) |
| if current.x == ngoal.x and current.y == ngoal.y: |
| print(“Find goal!”) |
| ngoal.parent_index = current.parent_index |
| ngoal.cost = current.cost |
| break |
Appendix B.8
| Optimized A-star algorithm |
| c_id = min(open_set, key=lambda o: open_set[o].cost + self.calc_heuristic(ngoal, open_set[o])) # Select the least costly node from the open set (f = g + h) |
| current = open_set[c_id] |
| if show_animation: # If animation needs to be displayed |
| plt.plot(self.calc_grid_position(current.x, self.minx), |
| self.calc_grid_position(current.y, self.miny), “xc”) |
| plt.gcf().canvas.mpl_connect(‘key_release_event’, |
| lambda event: exit(0) if event.key == ‘escape’ else None) |
| if len(closed_set.keys()) % 10 == 0: |
| plt.pause(0.001) |
| if current.x == ngoal.x and current.y == ngoal.y: |
| print(“Find goal!”) |
| ngoal.parent_index = current.parent_index |
| print(“ngoal_parent_index:”, ngoal.parent_index) |
| ngoal.cost = current.cost |
| print(“ngoal_cost:”, ngoal.cost) |
| break |
| del open_set[c_id] # Move current node from open set to closed set |
| closed_set[c_id] = current |
| for move_x, move_y, move_cost in self.motion: |
| node = self.Node(current.x + move_x, current.y + move_y, current.cost + move_cost, c_id) |
| n_id = self.calc_grid_index(node) |
| if not self.verify_node(node): |
| continue |
| if n_id in closed_set: |
| continue |
| if n_id not in open_set: |
| open_set[n_id] = node |
| else: |
| if open_set[n_id].cost > node.cost: open_set[n_id] = node |
| pathx, pathy = self.calc_final_path(ngoal, closed_set) |
| return pathx, pathy |
Appendix B.9
| private void CreateGrid() |
| { |
| grid = new Node[gridSize.x, gridSize.y]; |
| for (int x = 0; x < gridSize.x; x++) |
| {for (int y = 0; y < gridSize.y; y++) |
| {Vector3 worldPosition = new Vector3(x * nodeSize, 0, y * nodeSize); |
| bool walkable = !Physics.CheckSphere(worldPosition, nodeSize / 2f, obstacleMask);//Check for obstructions |
| grid[x, y] = new Node(walkable, worldPosition, x, y);}} |
| } |
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| Time | Survey Object | Focus of Investigation |
|---|---|---|
| September 2023 | Warehouse managers 2 Office staff 1 | Understand the current situation of A Company’s warehousing, outstanding problems, operation mode, management mode, etc. |
| September 2023 | Forklift operator 1 | Understand the working status of A Company’s warehouse management and the completion of work tracking. |
| September 2023 | Sales staff 3 Financial personnel 1 | Understand the sales data and cost data of Company A, and provide accurate data sources for formulating reasonable plans. |
| Field Name | Description of the Data Item | Data Type | Field Size | Allow Null | Major Key |
|---|---|---|---|---|---|
| Employee number | The unique identification of the user’s record and the user’s login account | Figure | Long integer | no | yes |
| Employee name | User name | Short text | 30 | no | no |
| Employee gender | User gender | Short text | 30 | no | no |
| Section | User’s department | Short text | 30 | no | no |
| Position | The role that the user holds in the department | Short text | 30 | no | no |
| Type | Identify the types of actions that employees perform in the system | Figure | Long integer | no | no |
| Cipher | Password for logging into the platform | Short text | 30 | no | no |
| Field Name | Description of the Data Item | Data Type | Field Size | Allow Null | Major Key |
|---|---|---|---|---|---|
| Incoming serial number | The unique identification number assigned to goods when they enter the warehouse | Automatic numbering | no | yes | |
| Item number | An identifier that numbers an item | Short text | 30 | no | no |
| Warehousing date and time | The time the goods are stored | Date/time | no | no | |
| Quantity in storage | Quantity of goods taken into storage | Figure | Long integer | no | no |
| Employee number | An identifier that numbers an employee | Figure | Long integer | no | no |
| Field Name | Description of the Data Item | Data Type | Field Size | Allow Null | Major Key |
|---|---|---|---|---|---|
| Item number | A unique number corresponding to the item | Short text | 30 | no | yes |
| Goods name | Name of goods | Short text | 30 | no | no |
| Item type | Model number of goods | Short text | 30 | no | no |
| Type of goods | Type of goods | Short text | 30 | no | no |
| Goods note | Item information of special interest | Long text | yes | no |
| Field Name | Description of the Data Item | Data Type | Field Size | Allow Null | Major Key |
|---|---|---|---|---|---|
| Outbound serial number | The unique identification number assigned to the goods when they are sent to the warehouse | Automatic numbering | no | yes | |
| Item number | An identifier that numbers an item | Short text | 30 | no | no |
| Date and time of delivery | The time when the goods are out of storage | Date/time | no | no | |
| Outbound quantity | Quantity of goods out of stock | Figure | Long integer | no | no |
| Employee number | An identifier that numbers an employee | Figure | Long integer | no | no |
| Warehouse Structure | Dimension Parameters/m |
|---|---|
| Warehouse dimensions | 70 × 25 |
| Shelf dimensions | 25 × 4 |
| Dimensions of the temporary storage area | 6 × 4 |
| Sorting area dimensions | 6 × 4 |
| Dimensions of the AGV docking area | 6 × 1.5 |
| Number | Expected Realization | Instructions | Expected Effect | Actual Effect |
|---|---|---|---|---|
| 1 | Access to the function navigation screen | Users click the “Login” button with their account number and password | Entering the function navigation interface, the Smart Warehouse Management and Visualization Warehouse modules are loaded properly | Achieve the desired results |
| 2 | Intelligent warehouse management | Manage goods in and out of the warehouse according to user permissions | Operation of goods in and out of the warehouse, goods status linkage | Achieve the desired results |
| 3 | Storage location management | According to the warehouse status index, to realize the goods warehouse storage details | Operational management of goods storage locations | Achieve the desired results |
| 4 | Visual warehouse | Viewing angle and travel distance controlled by WASD keys and mouse | Models are loaded properly, and the internal structure of the warehouse is visualized | Achieve the desired results |
| 5 | AGV transportation simulation | Place the goods on the cart and mark the target point | AGVs carry goods and navigate autonomously to find the target point. | Achieve the desired results |
| Algorithm | Advantage | Disadvantage |
|---|---|---|
| Dijkstra | The algorithmic approach is straightforward and easy to understand. | Node search is complex and inefficient |
| A-star | It has better completeness and optimality | Seriously affected by the choice of heuristic function |
| Included Angle β | Keep Five Search Directions | Discard Three Search Directions |
|---|---|---|
| [337.5°, 360°) ⋃ [0°, 22.5°) | 000T, 045T, 090T, 270T, 315T | 135T, 180T, 225T |
| [22.5°, 67.5°) | 000T, 045T, 090T, 135T, 315T | 180T, 225T, 270T |
| [67.5°, 112.5°) | 000T, 045T, 090T, 135T, 180T | 225T, 270T, 350T |
| [112.5°, 157.5°) | 045T, 090T, 135T, 180T, 225T | 270T, 315T, 000T |
| [157.5°, 202.5°) | 090T, 135T, 180T, 225T, 270T | 000T, 045T, 315T |
| [202.5°, 247.5°) | 135T, 180T, 225T, 270T, 315T | 000T, 045T, 090T |
| [247.5°, 292.5°) | 180T, 225T, 270T, 315T, 000T | 045T, 090T, 135T |
| [292.5°, 337.5°) | 225T, 270T, 315T, 000T, 045T | 090T, 135T, 180T |
| Algorithm | Search Node | Search for a Node | Optimal Path/m | Space Complexity |
|---|---|---|---|---|
| A-star algorithm | 745 | 2.07 | 132 | low |
| Enhanced A-star algorithm | 304 | 1.13 | 108.24 | lower |
| Objective | Direction | Time (m/s) | Number of Grids | Path Length (m) | Path Turning Point |
|---|---|---|---|---|---|
| Shelf 1 | Four-directional search | 9.24 | 42 | 42 | 2 |
| Shelf 1 | Eight-directional search | 7.31 | 35 | 35.4 | 3 |
| Shelf 2 | Four-directional search | 8.14 | 41 | 41 | 3 |
| Shelf 2 | Eight-directional search | 7.43 | 35 | 38 | 4 |
| Shelf 3 | Four-directional search | 6.38 | 32 | 32 | 0 |
| Shelf 3 | Eight-directional search | 6.17 | 32 | 32 | 0 |
| Shelf 4 | Four-directional search | 7.43 | 39 | 39 | 2 |
| Shelf 4 | Eight-directional search | 6.73 | 35 | 34 | 3 |
| Algorithm | Objective | Path Length (m) | Number of Nodes | Time (m/s) | Path Segment Angle (°) | Obstacle Avoidance Rate (%) |
|---|---|---|---|---|---|---|
| Traditional A-star | Shelf 1 | 48 | 123 | 11.33 | 45 | 100% |
| Shelf 2 | 45 | 119 | 9.82 | 45 | 100% | |
| Shelf 3 | 34 | 108 | 7.86 | 45 | 100% | |
| Shelf 4 | 43 | 136 | 9.12 | 45 | 100% | |
| Mean ± standard deviation | 42.5 ± 5.9 | 121.5 ± 10.7 | 9.53 ± 1.37 | |||
| Enhanced A-star | Shelf 1 | 42 | 42 | 9.24 | 20 | 100% |
| Shelf 2 | 41 | 41 | 8.14 | 15 | 100% | |
| Shelf 3 | 32 | 32 | 6.38 | 40 | 100% | |
| Shelf 4 | 39 | 39 | 7.43 | 30 | 100% | |
| Mean ± standard deviation | 38.5 ± 4.4 | 38.5 ± 4.4 | 7.80 ± 1.15 |
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Share and Cite
Li, Y.; Xie, T.; Zhou, J.; He, Z.; Tang, H.; Wu, Y.; Zhou, X.; Tang, T.; Wei, Z.; Zhao, Y. Development of Unity3D-Based Intelligent Warehouse Visualization Platform with Enhanced A-Star Path Planning Algorithm. Appl. Sci. 2025, 15, 12202. https://doi.org/10.3390/app152212202
Li Y, Xie T, Zhou J, He Z, Tang H, Wu Y, Zhou X, Tang T, Wei Z, Zhao Y. Development of Unity3D-Based Intelligent Warehouse Visualization Platform with Enhanced A-Star Path Planning Algorithm. Applied Sciences. 2025; 15(22):12202. https://doi.org/10.3390/app152212202
Chicago/Turabian StyleLi, Yating, Tingrui Xie, Jingwei Zhou, Zhongbiao He, Haocheng Tang, Yuan Wu, Xue Zhou, Tengfei Tang, Zikai Wei, and Yongman Zhao. 2025. "Development of Unity3D-Based Intelligent Warehouse Visualization Platform with Enhanced A-Star Path Planning Algorithm" Applied Sciences 15, no. 22: 12202. https://doi.org/10.3390/app152212202
APA StyleLi, Y., Xie, T., Zhou, J., He, Z., Tang, H., Wu, Y., Zhou, X., Tang, T., Wei, Z., & Zhao, Y. (2025). Development of Unity3D-Based Intelligent Warehouse Visualization Platform with Enhanced A-Star Path Planning Algorithm. Applied Sciences, 15(22), 12202. https://doi.org/10.3390/app152212202
