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NavigationObstacle3D no longer applies transform rotation to its vertices in 4.2 #85722
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The only thing that got changed is the debug display because it was displaying the wrong thing. #82593. An avoidance obstacle has no full transform, it only has a position and the vertices relative to that position. The late change from Node to Node3D brought with it that all the Node3D properties are inherited. So now users could suddenly rotate or scale the debug visuals by scaling the Node3D inherited part of the obstacle. The debug is rendered as a part of the node so all node changes affect it visually. The actual obstacle on the navigation server never did follow because it has no transform. |
I see. Must be something else that's not working. Thanks. |
For anyone else running into this issue, here's a workaround: https://gist.github.com/tracefree/36fcd1aac7399a9d2ebf6aefc670f6d2 It seems like a strange limitation to me that obstacles can't be rotated. I add a NavigationObstacle3D as a child to scenes like chests that should affect navmesh baking, but in the current implementation there is no way to have that obstacle be affected by the parent transform. Could this issue be reopened? |
Godot version
4.2
System information
Linux
Issue description
It seems that navigation obstacle vertices no longer follow the transform rotation in 4.2. Not sure if this is a regression or intentional, if it's intentional I'd consider documenting it here. This is evidently visible on the gizmo, but given it affected the AI in a project I was working on I assume it doesn't only affect the gizmo.
Steps to reproduce
Open the minimal rep. project on 4.1 and then 4.2, or:
Minimal reproduction project
godot-navobs-issue.zip
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