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[3.5RC2] NavigationAgent doesn't work (it works in beta5). #61522
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cc @smix8 - Maybe you want to fix it :) |
You are not alone with this issue but this is not a bug or regression. |
So to understand this issue. If this is off then the only use NavigationAgent has is to obtain a simple path while with this enabled I can use the newer algorithm to move around and it will take in account dynamic objects to avoid them, please? I'm lost in the new navigation, while I'm on the topic of these methods (velocity_computed), would you mind explaining one more thing if you don't mind. How do these signals work with physics and with threading? For example move_and_slide (MAS) docs recommend to use from _physics_process but examples I've seen so far call MAS in the method connected to velocity_computed signal, when does this actually run? Is it frame behind, at the same frame, is this realated to some threading and how does that come into account here, please? Sorry if this is too off-topic or out of scope, I'm just not sure how these actually plug into godot's pipeline? :) Thank you very much! |
Each EDIT |
@smix8 That's about what I do yeah, I'm just wondering, currently I store the Sorry if I'm confusing you with my question.
VS
This above is basically what I'm wondering about (for rigid bodies replace MAS with Thanks again and one more apology for asking. :-) |
Keeping your final movement with move_and_slide or linear_velocity inside the callback function for safe_velocity is correct if you use avoidance. If you disable avoidance solve it inside the normal _physics_process() function. It all happens in the same physics_frame, it just controls the order of execution due to threading and to not mess up the physics calculation.
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@viksl |
@smix8 it's great, thanks for answering these. I have nothing else. I really appreciate the info :-). |
Godot version
3.5rc2
System information
Windows 10, Nvidia gtx 1660Ti, latest drivers, GLES3
Issue description
Tested in GDS build as well as Mono, 3.5RC2 (rc1 mono doesn't itself so I can't test there), backstepped to beta5 where everything works (apart from bugs in b5 ;)).
It seems that signals don't get triggered (if I put print statement into
velocity_computed
signal method it doesn't get called).I'm using test scenes I previously made for a previous navigation bug report, I'm not sure what the rules are about uploading the same scenes so I'll link the bug report with test scenes (both gdscript and mono) for anyone who wants to test.
In rc2 build the agents never move while in b5 they move, agents are RigidBody capsules( I tested this with KinematicBody too but since the agent's signal don't go off I don't think it matters).
Previous bug report (also related to navigation but about something else, scenes are perfectly usable for this issue too): #60735
GDS scene: https://github.com/godotengine/godot/files/8624860/NavTestGDS.zip
Mono scene: https://github.com/godotengine/godot/files/8614394/NavTest.zip
Steps to reproduce
Using reproduction project:
From scratch:
Minimal reproduction project
GDS scene: https://github.com/godotengine/godot/files/8624860/NavTestGDS.zip
Mono scene: https://github.com/godotengine/godot/files/8614394/NavTest.zip
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