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### Details
When building navmeshes, I get a crash. This occurs when either doing `nav_generate` or `nav_generate_incremental` (sometimes for the incremental). For instance, there is an area full of …
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This library is fantastic! I managed to get pathfinding working very easily for a game. Thank you so much @frapa.
But I have a question. How would you recommend adding holes to a navmesh?
Let's …
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for some reason my hands will suddenly stop moving sometimes but buttons still work and they move in the oculus menu, it's just in the game.
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### Godot version
4.0.1 Stable
### System information
Windows 10
### Issue description
First of, sorry if it's not an issue, i'm reading the cpp for the navigation server and i don't un…
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**Godot version:**
3.1 alpha c025f526c
**OS/device including version:**
Windows 10
**Issue description:**
When script call spends bulk of the time waiting for a game server, it is not inc…
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I have set up an Identity Server and BFF (Backend for Frontend) application within the same Kubernetes pod, utilizing multiple containers.
The problem I am facing is that when I access the "bff/log…
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Hey, I wanted to ask about something. I require certain tiles to have meshes that can be turned off. The maximum I need is 49 per tile. What is the best course of action with best possible performance…
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Hey there, I'm playing around with `bevy_landmass` and `landmass` trying to get navmesh-based pathfinding working for a point-and-click adventure game.
I _think_ I've got everything wired up correc…
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Hi, there, I follow the markdown to run the python file, and whatever I run, always fail, here is the one of the error log when running generate_image.py:
```
[SPEAR | env.py] Launching Unreal ins…
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I added
assert(nfaces);
before
// Create tris
inside function
static void delaunayHull
because I had wrong indexes around ... sooo, any idea why nfaces == 0 happen and what to do wit…