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### Describe the project you are working on
A largue game that has a lot of assets, on lower end machine.
### Describe the problem or limitation you are having in your project
When importing/baki…
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# How would you like the feature to work?
\*When calling the function it sends a request to the region (If it is in a pending change state) and will allow the region to bake as if it were clicked.
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**Which demo project is affected:**
https://github.com/godotengine/godot-demo-projects/tree/master/3d/navmesh
**Description:**
The existing Navmesh demo uses the Navigation node, which will…
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### Describe the bug
There are currently several issues with NavMesh:
1) Does acceleration work correctly at the moment? If you move simply through MoveTo(targetPos), then depending on the accelerat…
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Based on my past experience editing maps and working with nav meshes, I have never seen the nav cells with "avoid" attribute gived by "nav_avoid" command produce any actual effects, The following vide…
k0504 updated
4 months ago
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was going to navmesh a map that has a .nav file built in its addon but just realised d3bots spawned in randomly without no navmesh they even managed to find the sigils and broke them then pathed to me…
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Hello,
First of all, thank you for this package.
Is there a reason why the "Use Geometry" is either "Render Meshes" or "Physics Colliders" but not both?
We have a map where a lot of sprites d…
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I'm not sure if this gamemode is still being updated or not, but it seems like some recent gmod update has broken nzombies in a few ways. Most notably zombies wont properly follow navmeshes correctly …
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# How would you like the feature to work?
Add a means of highlighting all moveable obstacles visible in your build when in navmesh preview mode. Ideally it should werap them in a red bounding box or…
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# How would you like the feature to work?
Either automatically or upon request allow regions to generate an underwater navmesh
# Why is this feature important to you? How would it benefit the co…