#Different Navigation Actor Types and NavigationAgent3D

2 messages · Page 1 of 1 (latest)

carmine tusk
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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?

https://docs.godotengine.org/en/stable/classes/class_navigationagent3d.html#class-navigationagent3d-method-set-navigation-map

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!

carmine tusk
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I've cut everything down to just a test scene with just the script from the different actor types article and I'm still getting empty paths, even when I wait for map update or after physics frames. I'm not sure what the deal is