The JPS (Jump Point Search) algorithm is well-known for its efficiency and optimality in grid-based systems. The algorithm works well with uniform-cost grids, but JPS can be slow for large environments due to the large search space in 3D. The objective of this study is to overcome JPS’s limitations in managing non-rectangular obstacles, varying obstacle types, and larger maps. Utilizing the NavMesh data structure, the research methodology entails effectively applying the JPS algorithm to non-grid maps and 3D environments. Techniques are developed to deal with variations in altitude, diverse obstacles, and maximize memory usage. The performance of Unity’s NavMesh is tested by comparing computation time to the A* algorithm. The integration of JPS and NavMesh has the potential to enhance the speed, obstacle recognition, and scalability of computer graphics applications, thereby benefiting game development and virtual simulations.