Closed Prakkkmak closed 7 months ago
The NavigationPolygon group name for the parsing and the layer name had a bug in Godot 4.2.1. It is fixed in Godot 4.3dev / master.
The 2D navigation mesh baking only parses the TileMapLayer0. See other issue https://github.com/godotengine/godot/issues/85798.
Closing as the group name has been fixed in Godot master and the parsing now considers all TileMapLayers with PR https://github.com/godotengine/godot/pull/85856.
Even with all TileMapLayers parsed the core navigationmesh restrictions still apply. This means that tile polygons can not overlap and intersect.
Tested versions
4.2.1.stable
System information
Windows 11
Issue description
NavigationRegion2D uses a NavigationPolygon. This Polygon refers to 3D Collision Masks. The problem is, in my tilemap I can't set physics 3D layers so my "Bake Navigation Polygon" don't work properly. -> My guess is: the NavigationPolygon filters only the first collision layer. If the first physics layer of the tilemap is set to 4 for example and the navpolygon to 4, it's works. But if the second layer was in the physics 4, the the layer will be ignored.
Steps to reproduce
Create a NavigationPolygon The Parsed Collision Mask refers to 3d Physics and not the 2D physics layers
Minimal reproduction project (MRP)
test_nav.zip