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Merge pull request godotengine#8856 from skyace65/NavLinkClarity
Clarify what Navlink does and does not do
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tutorials/navigation/navigation_using_navigationlinks.rst

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@@ -44,13 +44,12 @@ If no valid polygon is found within the search radius the navigation link gets d
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The link debug visuals can be changed in the Editor :ref:`ProjectSettings<class_ProjectSettings>` under ``debug/shapes/navigation``.
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The visibility of the debug can also be controlled in the Editor 3D Viewport gizmo menu.
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.. note::
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NavigationLinks do not move agents between the two link positions by themselves.
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A navigation link does not provide any automated movement through the link. Instead, when
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an agent reaches the position of a link, game code needs to react (e.g. through area triggers) and provide means for the agent
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to move through the link to end up at the links other position (e.g. through teleport or animation) to continue along the path.
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A navigation link does not provide any specialized movement through the link. Instead, when
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an agent reaches the position of a link, game code needs to react (e.g. through area triggers)
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and provide means for the agent to move through the link to end up at the links other position
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(e.g. through teleport or animation). Without that an agent will attempt to move itself along
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the path of the link. You could end up with an agent walking over a bottomless pit instead of
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waiting for a moving platform, or walking through a teleporter and proceeding through a wall.
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Navigation link script templates
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