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In 3.5 you can select meshes/static colliders by group and they don't need to be children. |
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cc @smix8 |
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Godot has a powerful algorithm for baking NavigationMesh instances. To bake a navigation mesh the user needs to create a sub tree with a Navigation mesh at the root, a NavigationMeshInstance as its child and then MeshInstances as children of that. The user then selects the NavigationMeshInstance and clicks the Bake button that appears in the toolbar. This will analyze the child MeshInstances and generate a navigation mesh resource based on that.
Unfortunately, there does not seem to be a way to bake imported scenes. Even if I make my imported scene the child of the NavigationMeshInstance, the bake fails with an error. I'm guessing this is because the root of any imported scene is a Spatial and the baking algorithm does not look recursively into the scene for buried MeshInstances.
It would be helpful if the bake could handle scenes with deeply buried MeshInstances like this. In fact, it would be helpful if the MeshInstances did not have to be descendants of the NavigationMeshInstance at all. There is no reason for them to be children of the Navigation node other than that the bake script currently requires it. The bake script should be changed to allow the user to specify any node anywhere in the scene to be the root of the bake.
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