Devlog #? Working with Navmeshes in Godot 4.2!


Spent some time this week working with Godot's Navigation Meshes and Agents. It's been a fun learning curve. There are some really nice tools for "baking" nav meshes, and I think the preferred order of operations would be:

  • Grab a section of your terrain mesh and separate it out
  • Make that mesh piece into a static mesh
  • Add that as a child of a navigation region 3D
  • Add any other static elements to that node
  • Bake the nav mesh

The problem is that the baked mesh kinda sucks. You can't really control the boundary that well, and there are a lot of inefficient/skinny tris that are going to make computation inefficient.

My approach (as per usual ^_^) is to do it manually in Blender.

Check out the video to learn about how I did it!


Cheers

-M

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