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Merge pull request #66971 from timothyqiu/obstacles-pathfinding-3.x
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[3.x] Make it clear that obstacles don't affect pathfinding
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akien-mga committed Oct 6, 2022
2 parents f329455 + 1100f21 commit ec21ac5
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2 changes: 1 addition & 1 deletion doc/classes/NavigationObstacle.xml
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</brief_description>
<description>
3D obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a [Navigation] node, or using [method set_navigation]. [NavigationObstacle] is physics safe.
[b]Note:[/b] Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
Obstacles [b]don't[/b] change the resulting path from the pathfinding, they only affect the navigation agent movement in a radius. Therefore, using obstacles for the static walls in your level won't work because those walls don't exist in the pathfinding. The navigation agent will be pushed in a semi-random direction away while moving inside that radius. Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
</description>
<tutorials>
</tutorials>
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2 changes: 1 addition & 1 deletion doc/classes/NavigationObstacle2D.xml
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</brief_description>
<description>
2D obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a [Navigation2D] node, or using [method set_navigation]. [NavigationObstacle2D] is physics safe.
[b]Note:[/b] Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
Obstacles [b]don't[/b] change the resulting path from the pathfinding, they only affect the navigation agent movement in a radius. Therefore, using obstacles for the static walls in your level won't work because those walls don't exist in the pathfinding. The navigation agent will be pushed in a semi-random direction away while moving inside that radius. Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
</description>
<tutorials>
</tutorials>
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