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NavigationServer3D.set_debug_enabled(true) has no visible effect #81204

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Wiggan opened this issue Aug 31, 2023 · 5 comments · Fixed by #90200
Closed

NavigationServer3D.set_debug_enabled(true) has no visible effect #81204

Wiggan opened this issue Aug 31, 2023 · 5 comments · Fixed by #90200

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@Wiggan
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Wiggan commented Aug 31, 2023

Godot version

4.1.stable

System information

Windows10, AMD Ryzen 9 5900X, NVIDIA GeForce RTX 3060 Ti, driver version 30.0.15.1179, forward+.

Issue description

When I call NavigationServer3D.set_debug_enabled(true) in editor or debug build, nothing happens.
According to the docs it should have the same effect as enabling "Visible Navigation".
Checking this box during gameplay has also no effect.

Steps to reproduce

Have a navigation region, add a script which calls NavigationServer3D.set_debug_enabled(true), nothing happens.

Minimal reproduction project

N/A

@smix8
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smix8 commented Sep 1, 2023

You can currently not change debug at runtime because the nodes that display the debug do not react to it.

The NavigationServer debug can be toggled but it is only read by nodes when they are loaded / enter the scene or when their resources change. The old "Visible Navigation" Editor debug menu option for the longest time in Godot was even only read once at game boot and you could not toggle it at all. So this is not bugged and more just like it always was with "runtime" debug in Godot, it is not reactive to changes, and is a lot of work because you need to fix it for each individual debug using node type. Physics debug has the same issues.

I agree that this should be changed and work better for runtime debug, that is why there is a proposal for it to change the debug godotengine/godot-proposals#7208

@gatomesa
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I still have this problem for NavigationServer2D in 4.2.2.

@dicemaster5
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I also still have this problem for NavigationServer3D in 4.2.2.

@akien-mga
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@smix8 Maybe my 4.2.2 cherrypick wasn't sufficient to fix the issue for the 4.2 branch?

@smix8
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smix8 commented May 23, 2024

@akien-mga
This might need a few other changes as there are old quirks in Godot 4.2 why this is likely not working, e.g. the old call_deferred() function did not work with the override server, needed to be changed to newer callable_mp(). There were a few other function changes in the navigation regions that render the debug as well. The PR here was only the final pr after everything else was fixed with other PRs.

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6 participants