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Out of memory bug when saving scene with a navigation mesh #21786

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ComicoX opened this issue Sep 5, 2018 · 8 comments
Closed

Out of memory bug when saving scene with a navigation mesh #21786

ComicoX opened this issue Sep 5, 2018 · 8 comments

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@ComicoX
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ComicoX commented Sep 5, 2018

ERROR: set: Condition ' p_index < 0 || p_index >= size() ' is true.
At: ./core/dvector.h:488
In the console every time I try to save a scene that has a new navigation mesh

Godot version: 3.0.6

Windows 10 x64

Steps to reproduce:
Open the scene from the project then create a navigation mesh and save the scene

Minimal reproduction project:
Bug.zip

@ComicoX
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ComicoX commented Sep 5, 2018

Tried on 3.1 and it's happening as well

@ComicoX
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ComicoX commented Sep 6, 2018

Is nobody going to talk about this issue. That you can't generate complex navigation meshes?

@Zireael07
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@ComicoTeam: You reported a bug one day ago, the team has a lot of bug reports (not to mention they are now doing a cleanup of the issues list in preparation for 3.1)

@ComicoX
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ComicoX commented Sep 7, 2018

@Zireael07 I know that they are busy with 3.1. but the bug is present in that version as well

@DevMagicLord
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DevMagicLord commented Sep 8, 2018

A navigationMeshInstance is not enough, you need both navigation and navmeshInstance, and you need to parent them like that
Navigation -> NavigationMeshInstance -> Your meshes

I added them to your scene, and i could bake the navmesh and save the scene without any issues with Godot 3.1 alpha 1
https://github.com/DevMagicLord/Godot3/blob/master/bugs/navmesh31alpha1.jpg

Godot would need better docs.

Also note that navmesh in Godot will need to improve, it doesn't work with physics , it's not optimized , and lacks some things like agent nodes (how it's done in Unity)
#17885

This will be worked on for 3.2
https://github.com/godotengine/godot-roadmap/blob/master/ROADMAP.md

@ComicoX
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ComicoX commented Sep 8, 2018

@DevMagicLord The issue is still happening
And I've saw that godot has some issues with amd gpu's

@akien-mga akien-mga added this to the 3.1 milestone Sep 10, 2018
@reduz
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reduz commented Jan 17, 2019

Navigation mesh is too complex, and there is no way to fix this issue without breaking backwards compatibility. I suggest you use a simpler mesh manually created for this.

Will rewrite how navigation code works eventually for 4.0, so kicking this forward

@reduz reduz modified the milestones: 3.1, 3.2 Jan 17, 2019
@akien-mga akien-mga modified the milestones: 3.2, 4.0 Jan 17, 2019
@Calinou
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Calinou commented Jun 5, 2020

This was most likely resolved by #34776, closing. See #17885 (comment) if you need a solution in Godot 3.2.

@Calinou Calinou closed this as completed Jun 5, 2020
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