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Pathfinder and 2D isometric tilemaps dont find path between side cells #43079
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@schweigert Do you have any custom properties on the tiles? It seems like you have the navigation debug on in the screenshot, hard to see when it's so green. I tested navigation with a isometric tilemap and I had no issues. |
No, I didn't add any attributes to the tile @erictuvesson . I found it strange because in other examples I saw, navigation appears united in debugging. In my case, it displays several separate blocks, and I cannot understand why it is not merging the navigations. |
Can you share the project? I am not sure how you are making the tiles offset as there are multiple ways. |
Unfortunately not because it is a commercial project. I managed to make it work, but it really needs to be pixel perfect between the tiles' polygons, which when we have several tiles in separate sprites is difficult to test. I found it strange that if two mesh polygons are overlapping, it does not mix both to create a unique navmesh. Perhaps it is a possible improvement in this system. What do you think? |
If it's an issue of polygons having to be pixel perfect, it's an already reported issue that applies to both 2D and 3D navmesh/navpoly. Yes, merging overlapping polys would be an obvious improvement, but no one did it in at least a year that passed since I last saw the issue reported. |
I had the same issue with hexagonal tiles. Overlapping the meshes does not work on 3.x . |
@CyberFoxar Please upload a minimal reproduction project to make this easier to troubleshoot. |
Sure, here's the simplest example I have. Recommended to tick debug>"View Navigation" to see overlapping tiles. Edit: Made with Godot 3.2.3 |
@schweigert Did you find a solution to this issue? If not, I recommend leaving the issue open. |
Either that, or I'll repost mine on its own issue. |
Godot version: 3.2.2.stable
OS/device including version: Manjaro / Nvidia Rtx 3090 / Core I9 / 64GB
Issue description:
I am configuring the Navigation2D node in my project, which is using a TileMap node configured for isometric visualization. When debugging, I realized that it only generates its way on the tile where it is already positioned, never to other places.
I've tried to increase the size of the navigation borders in the tilemaps editor, but it just doesn't work.
I tried to make the mesh match perfectly, and it didn't work.
Steps to reproduce:
Create a Navigation2D node and add a TileMap as a child.
Configure the tilemap through the TileMap editor.
Debug with a Line2D the path generated by Navigation2D
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