tutorials/navigation/navigation_connecting_navmesh #430
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For clarification, as I had to test this out to confirm. If 2 CollisionShape3Ds (have not confirmed with CollisionPolygons) are touching as shown in the diagram with 4 cases (where 3 are green checkmarks and 1 is a red 'x') then the navigation mesh will be connected. The visual of the navigation mesh might have an offset because of the actor radius, but they are connected. You can tell they are connected, if you go to 1 NavigationRegion3D, and tell it to 'Bake Navigation', then when you click on the connected NavigationRegion3D, its navigation_mesh should already have been baked. (because the first one is connected to the second, and they are connected, so its a connected mesh -> bake the whole thing at once) |
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tutorials/navigation/navigation_connecting_navmesh
Different NavigationMeshes are automatically merged by the NavigationServer when at least two vertex positions of one edge exactly overlap. To connect over arbitrary distances see Using NavigationL...
https://docs.godotengine.org/en/latest/tutorials/navigation/navigation_connecting_navmesh.html
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