You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The node parsing is bound to be removed from the navmesh generators and moved to the nodes so they are responsible for their own data.
This includes the new TileMapLayer nodes. Those new node types were added without updating the navmesh generators that still only looks for a TileMap node.
The node parsing is bound to be removed from the navmesh generators and moved to the nodes so they are responsible for their own data.
This includes the new TileMapLayer nodes. Those new node types were added without updating the navmesh generators that still only looks for a TileMap node.
Will scanning of TilemapLayer nodes be added in the future? In version 4.3
I am working on a PR that moves the parsing code for each node type from the navmesh generators to the actual nodes. That includes the new TileMapLayer nodes.
Working on this was only now made possible as the NavigationServer parser and callback were added recently with PR #90876.
Tested versions
Godot v4.3.dev6
System information
Godot v4.3.dev6 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 31.0.15.5161) - 13th Gen Intel(R) Core(TM) i7-13700KF (24 Threads)
Issue description
Collider in TilemapLayer cannot be baked with navigation polygons
Steps to reproduce
As a child node of NavigationRegion2D, TilemapLayer makes some collision bodies and clicks the bake button
Minimal reproduction project (MRP)
none
The text was updated successfully, but these errors were encountered: