Godot Version
v4.3.stable.official [77dcf97d8]
Question
I’m making a game that enables the player to place structures (Static Bodies) on top of a TilemapLayer, and there are enemies that should be able to pathfind around those structures.
The idea is that I should be able to “carve” a hole in the navigation mesh whenever I add an obstacle. I have tried using NavigationObstacle2D but from my understading it only affects the baking process of meshes, and doesn’t update meshes that were already baked. Also tried using obstacles directly with the NavigationServer but that was also of no use.
(if it helps to make it clear, here’s an image with the path of the agent, the highlighted obstacle and the navigation mesh)
I have been researching and the only solution that I found was to not use the tilemap navigation layers and instead code my own using Navigation Regions, but those were discussions on previous version of Godot.
I would like to know whether it is possible to do that or if I’m overlooking something in the docs.
Any help is appreciated, thanks in advance