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Baked navmesh doesn't equally fill the painted navigable area #597

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Fonn-1 opened this issue Jan 19, 2025 · 1 comment · Fixed by #599
Closed

Baked navmesh doesn't equally fill the painted navigable area #597

Fonn-1 opened this issue Jan 19, 2025 · 1 comment · Fixed by #599
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bug Something isn't working navigation Issues related to interacting with the nav server

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@Fonn-1
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Fonn-1 commented Jan 19, 2025

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:

Image

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:

Image

This issue is also present inside the navigation demo:

Image

It is also present within terrain regions and not just at the border between regions.

Image

Logs

No response

@TokisanGames TokisanGames added bug Something isn't working navigation Issues related to interacting with the nav server labels Jan 19, 2025
@TokisanGames
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Fixed by #599.

  • The last row and column of region boundaries are now generated
  • The painted navigation within regions is now more centered under where the nav will be generated. NavigationMesh/Agents/Radius can be set to 0 for a more accurate generation based on the painted ground, however the default radius is good for operation, especially around holes.

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Labels
bug Something isn't working navigation Issues related to interacting with the nav server
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