Why does 'Bake NavigationPolygon' not set the navigation up to the corners of brown tiles and around all objects?

Godot Version

4.2.2

Question

`I have a node with TileMap and NavigationRegion that contains some obstacles that should be excluded from navigation region. Using the Bake NavigationPolygon, however, does not draw the navigation region fully to the corners where I have the brown tiles set. On screenshot below you can see the result after using ‘Bake NavigationPolygon’ option. What am I missing here? Is the TileMap set incorrectly?


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This is wanted, so the agents won’t collide with the walls when walking around. I’m sure you can change the distance radius somewhere.

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See documention for navigation meshes here Using navigation meshes — Godot Engine (latest) documentation in English

That is the default agent radius of 10 pixel that can be changed on the NavigationPolygon before baking.

This agent radius offset is wanted because a navigation mesh surfaces defines where an agent can stand with its CENTER. It is not like physics collision that has shapes that collide on the outside.

Without any agent radius offset if navigation mesh edge and collision edge would touch your actors would be stuck on the physics collision all the time.

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