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Godot v4.3.stable.mono - Windows 10.0.26100 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti SUPER (NVIDIA; 32.0.15.6094) - AMD Ryzen 9 9900X 12-Core Processor (24 Threads)
Is the issue reproducable in the demo?
Yes
Issue description
When baking a navmesh on a Terrain3D node, the navmesh is generated much closer to certain edges of the painted navigable area than others. For instance, on the following navmesh generated from baking a single, completely flat, 64 x 64 terrain region with default settings, the top and left edges are much closer to the edge of the region than the bottom and right edges:
I'd expect a result closer to the following image with all of the edges of the navmesh being roughly equal distance from the edge of the terrain region:
This issue is also present inside the navigation demo:
It is also present within terrain regions and not just at the border between regions.
Logs
No response
The text was updated successfully, but these errors were encountered:
Terrain3D version
0.9.3a
System information
Godot v4.3.stable.mono - Windows 10.0.26100 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti SUPER (NVIDIA; 32.0.15.6094) - AMD Ryzen 9 9900X 12-Core Processor (24 Threads)
Is the issue reproducable in the demo?
Yes
Issue description
When baking a navmesh on a Terrain3D node, the navmesh is generated much closer to certain edges of the painted navigable area than others. For instance, on the following navmesh generated from baking a single, completely flat, 64 x 64 terrain region with default settings, the top and left edges are much closer to the edge of the region than the bottom and right edges:
I'd expect a result closer to the following image with all of the edges of the navmesh being roughly equal distance from the edge of the terrain region:
This issue is also present inside the navigation demo:
It is also present within terrain regions and not just at the border between regions.
Logs
No response
The text was updated successfully, but these errors were encountered: