Closed 0xh007 closed 8 months ago
The child entities spawned by the scene won't have the NavMeshAffector
component and then aren't considered for the NavMesh.
Thanks for the info. For future reference to anyone else who runs into this, the bevy_foxtrot project template has a good example of handling this situation using blender_bevy_components to add components to objects in blender and then dynamically add the navmeshaffectors and colliders once the app is running.
I'm encountering an issue integrating AsyncSceneCollider from the Bevy XPBD crate with the oxidized_navigation project. Specifically, it appears that no navigation mesh (navmesh) is generated when using AsyncSceneCollider.
Does oxidized_navigation support AsyncSceneColliders as part of its integration with the Bevy XPBD crate? While oxidized_navigation seems to work seamlessly with AsyncCollider(ComputedCollider::Trimesh) derived from a Bevy mesh, attempting to use AsyncSceneCollider::new(Some(ComputedCollider::TriMesh)) results in no navmesh being generated.
To reproduce this issue, I modified the XPBD example setup function within oxidized_navigation as follows. It's worth noting that I enabled bevy_xpbd_3d's default features in the Oxidized Cargo.toml and used navmeshtest_2.glb, a simple cube created in Blender, for testing.
I'm looking for insights on whether this issue stems from a lack of support or if there's a workaround to achieve compatibility.