#Navigation Region Sections Aren't Connecting?

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proper stirrup
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This used to be a CSGcombiner floor with two planes, one for the main larger pink box on the right and one for the little entryway on the left. After upgrading from 4.2 to 4.4 and using the new features to bake the CSG into a single MeshInstance in order to stop it doing this... It still looks like this. I need it to count the smaller section as part of the larger section, but I've tried everything I can think of.

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The outdoor part of the floor is not meant to be part of the navreg, but I brought it in temporarily just to see what happens... and THAT ONE CONNECTS?!

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Making them separate meshes entirely results in the small part being flat-out ignored.

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aha, it was detecting colliders rather than mesh instances. but that was to get it close enough to the shelves that you could enter them... hm

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right, I was doing csg because the built in collision is useful.

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tadaaaaaaaa. steps to fix it include setting 'parsed geometry' to 'static collider' and turning off a couple mask layers... weirdly complex but i arrived at the solution in the end

snow wharf
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Likely because in 4.4 the bake option was changed. Before it did only bake visual meshes by default and now it bakes both visual meshes and collision shapes by default. Since defaults are not stored in Godot it auto switched existing projects to now parse both. The preferred option is to only parse collision shapes for performance, visual meshes are very, very slow to parse as they block the rendering.