CollisionPolygon Caused Map Synchronization Error

Godot Version

4.4.1

Question

I got this error while building my game map using CollisionPolygon and Shapes, and NavigationRegion2d baked for NPC navigation.

E 0:00:30:118 _build_step_find_edge_connection_pairs: Navigation map synchronization error. Attempted to merge a navigation mesh polygon edge with another already-merged edge. This is usually caused by crossing edges, overlapping polygons, or a mismatch of the NavigationMesh / NavigationPolygon baked ‘cell_size’ and navigation map ‘cell_size’. If you’re certain none of above is the case, change ‘navigation/3d/merge_rasterizer_cell_scale’ to 0.001.
<C++ Source> modules/navigation/3d/nav_map_builder_3d.cpp:151 @ _build_step_find_edge_connection_pairs()

I figure that it might be the navigationregions that causing it since every map fragment have one, but after adjusting them to not overlap each other and only have the one appear in the screen to be active, the error persist.

After experimenting, i figured that only this particular map fragment caused the error and somehow when i disabled “CollisionPolygon2dBug” or “1” the error disappeared. Why is this the case?

How can i fix this bug without deleting the problematic CollisionPolygon2d?


1 Like

I too find this error quite frustrating.

I don’t have an answer for you, but just want to bump because this is a major annoyance with the way Godot does nav regions IMO.