Devlog #? Working with Navmeshes in Godot 4.2!
A Beaver's Tale » Devlog
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
A Beaver's Tale
Live out the life of a Beaver! Swim in the river, build dams and make sure not to annoy your geese neighbours.
Status | In development |
Author | michaeljared |
Genre | Adventure, Puzzle |
Tags | Casual, Indie |
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