I put a map (from Gorilla Tag) on my horror game. I followed a tutorial on YouTube, everything worked fine. But at the time of “Bake NavigationMesh” for the AI path, Nothing happens, I restarted godot several times, clear, in the end always the same result. I would like to know if anyone could help me/advise me on another method (I speak french, so i pasted from Google trad.)
I’m new here and honestly I didn’t really understand the interface when I pasted the text. Sorry about that. But if that’s all you have to say, that’s kind of ridiculous.
Hey there, welcome to the forums! If you found a solution, it’s usually a good idea to post it as a comment and mark that as a solution! If, in the future, someone has a similar problem, and comes across your post, it’s generally a very frustrating experience if all they see is “nvm I solved it” and have that as the marked “solution”.
Thanks for the welcome! I totally understand what you mean, and you’re right it can be frustrating to see “nvm I solved it” without the actual solution I’ll make sure to post the fix and mark it properly next time. Thanks for the reminder!
Solution: I simply rebuilt all the floors of the map and set them as Mesh objects. Then I made those meshes children of the NavigationRegion3D, baked the navigation, and once everything was finalized, I selected all the floor meshes I created and made them invisible (Node3D → Visibility → Visible = off).
That usually means the NavigationMesh isn’t picking up any valid geometry to bake from, not that the button is broken. In Godot 4, the mesh only bakes if your level has proper collision and the NavigationRegion is set up correctly.
First thing to check: make sure your imported map actually has collision shapes. A lot of ripped maps don’t include usable collision, so the bake just does nothing. Also confirm your NavigationRegion3D has a NavigationMesh assigned and that the source geometry mode is set properly.
Another workaround is to generate simple collision manually or use primitive colliders for the main walkable areas, then bake again. That usually fixes it.
It’s a bit like tweaking behavior systems in a menu setup. If the base data isn’t structured right, nothing shows up or works the way you expect.