#Click to move pathfinding
21 messages · Page 1 of 1 (latest)
this is what it looks like and when I click in front of the cube my "character" cannot get past it
What do you use for pathfinding. A navigation mesh or AStar3D?
navmesh I think
turn on the navigation mesh debug that you can find in the "Debug" menu of the Editor with "Visible Navigation" to see the navigation mesh.
these are the nodes
and if there is navigation mesh below your box that is why it can not find a way around it.
ohhhhhh
wait the cube at the start falls down how do I make the mesh account for it when it has fallen
or do I just need to not use objects like that to work with a mesh?
navigation mesh is for static level geometry. You can recreate it when things change but it is not for changing it every frame with stuff moving.
you can use the avoidance system for moving objects
could you give me a pointer where I could find that
https://docs.godotengine.org/en/latest/tutorials/navigation/index.html primarily in the NavigationAgent and NavigationObstacle documentation.
2D navigation overview, 3D navigation overview, Using NavigationServer, Using NavigationMaps, Using NavigationRegions, Using navigation meshes, Using NavigationPaths, Using NavigationPathQueryObjec...
thanks
since I plan to have this be a turn based game do you think it is wise to re-generate the mesh every time an action is taken or would that be too computationally expensive
why do you need to change the mesh in the first place
well if lets say a physics object gets displaced by some sort of ability
or is that just better use the avoidance system u mentioned
while it is moving it is a task for the avoidance, when it is landed and static it can be baked to the navigation mesh.
small scenes with not a lot of baked geometry can be rebaked at runtime no problem but you need to test with the geometry that you want to consider in the baking process.