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In Godot 3.x I was able to add a navigationmeshInstances to my 3d grid tiles and it would work as long as the gridmap was a child of a NavigationmeshInstance. This was a weird hierarchy that this setup required but it did work,
How can I get 3d gridmap to with with navigation regions in Godot 4, with per-tile navigation meshes? Basically, I need each grid tile to have a plane navmesh (there is a slot for per-tile navmesh) so that my enemies will walk only on the tiles and not fall off the edge (ie, only walk where there is a navmesh).
So when I try to replicate this setup in 4, I get lots of this error:
NavMap::sync: Attempted to merge a navigation mesh triangle edge with another already-merged edge. This happens when the current
cell_size is different from the one used to generate the navigation mesh. This will cause navigation problem.
<C++ Source> modules\navigation\nav_map.cpp:610 @ NavMap::sync()
Has anyone gotten 3d gridmap navigation to work in Godot 4 yet?
Did you ever get this working? I have the same error and my agents are walking completely outside of the navmesh…
Matthew Goulart | 2022-12-17 20:18