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Compared to other very basic polygon types or naive collision shape types a navmesh geometry data depends on multiple internal arrays that need to be edited and kept in sync at the same time to not get corrupted. The very same reason you are not able to edit e.g. rendering mesh data arrays in any editor inspector. Inspector editing arrays of complex resource types is out of the question as it is an easy gateway for inexperienced users to cause resource corruption, thread deadlocks and in the worst case even crashes. |
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Hi there,
I struggled for a while to find out how to manually define a navigation polygon within a NavigationArea node. This can only be done through code (add_polygon) or in the viewport inspector with point and click corner placement.
Most of the Godot UI makes me believe that all relevant variables are accessible through the inspector. I do not habitually use the 2D viewport inspector for editing anything outside of the location of nodes within packed scenes. Other polygons or shape types all have their dimensions exported, so you can set them in the inspector and just fine-tune in the viewport.
I would like to suggest exporting the data of the navigation polygon to make them appear in the inspector. I find that these hand-selected variables also help a lot with finding the most relevant properties of nodes unbeknownst to me.
All the best.
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