Closed YajJackson closed 3 months ago
Related to
It may be that we should not expect to bake navigation for terrain, I'm just not sure what the workflow should be.
After poking around, I've found that this may be related to LODs.
If I reduce the number of Lod Levels to 1
, then baking seems to succeed.
However, the resulting navmesh extends much further than the terrain that's generated.
However, the resulting navmesh extends much further than the terrain that's generated.
This problem disappears for me if I set "Parsed Geometry Type" to "Static Colliders" in the Navigation Mesh. Thanks for the research in this issue so far!
I was about to say that as well, can you try to change the "Parsed Geometry" to "Static Colliders". This is how I got the best results so far 🙂
On this image, you can see that the navmesh has been built only on the terrain without going too far :
@spimort @saintrider It looks like that has done the trick! Thank you :)
Attempting to generate bake navmesh fails/ crashes for default terrabrush terrain.
Steps to reproduce:
NavigationRegion3D
NavigationMesh
to nav regionTerraBrush
node to nav regionCrash message:
Extra info: terrabrush version:
version="0.7.0-alpha"
godot version:v4.2.1.stable.mono.official
A note: Just thought I'd mention that this is a wonderful project and more than appreciate the work you're doing :)