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Better automatic navigation algorithm?

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I'm wiring up a UI-heavy game for controller navigation using Unity's EventSystem. The Automatic Navigation is great, when it works, which is about half the time. Common failures:

- two objects are overlapping so it skips the too-close object and moves to a further neighbor

- a small object beside a large offset object skips over the large object to a further neighbor

These cases are so so obviously wrong that I've been tempted to rewrite the algorithm myself. Maybe I'm not the first? Are...

Better automatic navigation algorithm?

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