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Navmesh compatibility #335
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You should save the terrain mesh to a separate |
ok, but still would it be possible to generate Navmesh from HTerrain directly? |
Also you should not need to keep that mesh in the scene at all. When the navmesh is generated, you can get rid of the temporary mesh. |
godotengine/godot#63932 may help address this issue (it was backported for 3.6 too). |
guess this gona have to wait |
There is some inconvenience with this PR: it requires the shape to be used in a |
If you already have you geometry data created with e.g. scripts or from a plugin you can create navigationmeshes from meshdata with the NavigationMeshGenerator singleton and upload it directly to the NavigationServer regions by using the API. The reason why Godot stopped using the PhysicsServer or VisualServer directly for the navigationmesh geometry parsing is because both servers would stall when used with threads. |
I'm currently writing a proposal to customize
That's the issue though, this plugin does not hold on to any geometry. It uses a completely different rendering approach. It's always better if it doesn't have to generate a full mesh, because it is huge. Such kind of geometry would only have to exist to be fed just once to the navigation generator, most often only in the editor when the user presses "Bake" in the navmesh generator. Is it possible to register that at this time? Because otherwise there are no nice times to do it (it is an expensive operation, and it is expected to have it occur when pressing Bake). Which is why I'm writing a proposal for an alternative.
That sounds like a design problem going on with physics server. And AFAIK it doesnt actually support proper threading (I opened another proposal which is however not mentionning navigation). But using nodes is not threaded anyways... still, I understood quickly that querying physics isn't always an option (might even be off), which is why I lean more towards a registration API to do this. |
When I generate terrain mesh is significantly slows scene saving so would there be possibility to make HTerrain node able to work with NavMesh? By work I mean could there be support for navmesh detecting of TerrainMesh or Terrain Collision.
I have building system and npcs and whenever player builds a new object NavMesh needs to be regenerated so npcs don't colide with placed objects.
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