MilosLukic / Godot-Navigation-Lite

Godot plug&play implementation of detour. It allows user to have multiple navigation meshes, fast cached obstacles, and realtime navmesh changes.
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Can't bake #3

Open BohdanZoshchenko opened 4 years ago

BohdanZoshchenko commented 4 years ago

i faced some error: when i try to bake, always, it gives me: servers/visual_server.cpp:965 - Condition "array_len == 0" is true. scene/resources/mesh.cpp:847 - Condition "len == 0" is true.

MilosLukic commented 3 years ago

Hello, sorry for late answer, could you provide a minimal reproduction project so I can take a look at it? It seems that the navigation logic is not recognizing any collision objects/static meshes. Are you sure the layer configuration is correct?

jegor377 commented 3 years ago

I have the same issue. I just grabbed the 0.9 version of plugin, imported it into my project. Made everything as in instructions, hit bake and the same errors pop out. I checked every collision layer on. Still doesn't work. I use Godot 3.2.3 btw.

iwilliams commented 3 years ago

I'm having the same issue, see attached minimal reproduction project (please excuse the materials :D).

godot-navigation-lite-mrp.zip

EDIT: I was actually able to get the mesh to bake by using nodes/meshes directly instead of GridMap. It would be great if we could somehow get GridMap support though.

MilosLukic commented 3 years ago

@iwilliams I'm currently working on other projects, so any new features are set on freeze until I return to Godot. But I'd be happy to review and accept any PR's concerning new features/bugs.

iwilliams commented 3 years ago

@MilosLukic no problem, I've got things working for my prototype as is. If the upcoming Godot 4.0 nav features don't end up being enough, perhaps I'll revisit this project and see about a PR.