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NavigationAgent3D: target_desired_distance works relatively on path_desired_distance #85970
Comments
Short version: |
@Calinou no need in testing, I just checked Godot sources. As we can see you check target_desired_distance here godot/scene/3d/navigation_agent_3d.cpp Line 826 in b94eb58
But it is in loop that works with condition that checks path desired distance godot/scene/3d/navigation_agent_3d.cpp Line 768 in b94eb58
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More than that godot/scene/3d/navigation_agent_3d.cpp Line 854 in b94eb58
This event is never emitted. You will get navigation_finished event, but not target_reached event in that case
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PR #82561 |
Duplicate |
Tested versions
Reproducible in 4.2
System information
Godot v4.2.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.4617) - AMD Ryzen 7 7800X3D 8-Core Processor (16 Threads)
Issue description
In 3d navigation target desired distance is ignored when path desired distance is greater than it. I don't think these two variables should be in such dependency
Steps to reproduce
See the MRP. We have agent with
path desired distance
set to 5m andtarget desired distance
set to 1m. But it stops on 5m before the last point (just click left mouse to start moving character to point). Use path debug visuals. You can also try to change path desired distance and see that it affects distance to target on navigation finishMinimal reproduction project (MRP)
MRP Distance.zip
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