I'm working on implementing multiple actor types for navigation and I'm noticing that the examples here are using NavigationServer3D.map_get_path instead of using a NavigationAgent3D node
https://docs.godotengine.org/en/latest/tutorials/navigation/navigation_different_actor_types.html
Shouldn't it be possible to use a NavigationAgent3D using set_navigation_map to get paths after the nav meshes have been baked?
Is there some limitation that isn't spelled out in the docs that would prevent this?
it seems like when I use the approach in the different actor types doc with the nav agent and set the navigation map setting the target position on the nav agent doesn't seem to work anymore.
It also looks like calling NavigationServer3D.map_get_path is also not working.
I've added some additional checks around the nav agent
Any help would be appreciated!
To support different actor types due to e.g. their sizes each type requires its own navigation map and navigation mesh baked with an appropriated agent radius and height. The same approach can be u...
Inherits: Node< Object A 3D agent used to pathfind to a position while avoiding obstacles. Description: A 3D agent used to pathfind to a position while avoiding static and dynamic obstacles. The ca...