Thank you so much for your detailed explanation. It really helped clarify things for me, especially regarding the limitations of parsing only TileMapLayer0 for navigation mesh baking in Godot. Your insight into this matter is greatly appreciated!
I must admit, I’m not fully versed in how the navigation mesh is being baked. I haven’t been using NavigationRegion2D
or NavigationServer2D
explicitly. My approach was based on a tutorial I followed on YouTube (link to the tutorial), where I added NavigationAgent2D
to the enemy. In the tileset, I only added one layer of navigation and one layer of physics. Specifically, I applied the physics layer to the tree tiles and the navigation layer to the ground tiles.
Given your explanation about the parsing of only layer0, I’m now wondering how I could correctly build the navigation mesh via the tilemap. My main challenge is integrating my trees on layer0 without disrupting the visuals, particularly due to the transparency issue I encounter when adding tiles with transparency on layer 0.
Do you have any suggestions or tips on how I might approach this? Is there a way to work around the transparency issue when adding my tree tiles to layer0, so that they can be part of the navigation mesh without affecting the game’s visual appeal?
Again, thank you for your valuable input, and I look forward to any further advice you can provide!