Latest godot 4+
Hi clever people.
I have a building game (like settlers) that uses a single nav mesh. When I build objects I re-bake the mesh and the villagers (nav agent) can accurately get where they need to.
I want to implement path cost, this is what I’ve tried.
use travel \ enter cost (this exist on nav region) so one setting for all items in it. This means I need to add regions at runtime to be able to do this.
When I added regions at runtime it’s inevitable that they overlap (since the meshes of each region isn’t uniform) i.e. it’s not a tile based \ grid based game.
I’ve tried layers with finding preferred paths (like lowest cost i.e. a gravel road) and then working to a basic nav layer. But I run into issues when for the same path it toggles between layers since a road can have a gap
TLDR - I was wondering is someone can give me advice for a 3D game how I can implement path cost for villagers to pick longer (but faster velocity as result of a preferred path).
The behaviour of stacking nav region over one another seems to have sporadic issues that I can’t debug.