You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: tutorials/navigation/navigation_optimizing_performance.rst
+1-1Lines changed: 1 addition & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -53,7 +53,7 @@ Baking navigation meshes at runtime should always be done in a background thread
53
53
Complexity of source geometry data parsed from scene tree nodes has big impact on baking performance as everything needs to be mapped to a grid / voxels.
54
54
For runtime baking performance the NavigationMesh cell size and cell height should be set as high as possible without causing navigation mesh quality problems for a game.
55
55
If cell size or cell height is set too low the baking is forced to create an excessive amount of voxels to process the source geometry.
56
-
If the source geometry spans over a very large game world it is even possible that the baking process runs out off memory in the middle and crashes the game.
56
+
If the source geometry spans over a very large game world it is even possible that the baking process runs out of memory in the middle and crashes the game.
57
57
The partition type can also be lowered depending on how complex the games source geometry is to gain some performance.
58
58
E.g. games with mostly flat surfaces with blocky geometry can get away with the monotone or layers mode that are a lot faster to bake (e.g. because they require no distance field pass).
0 commit comments