Godot Version
4.3
Question
***SOLVED
suggested method of changing agent_radius fixed it. I had to wait a while for it to apply.
okay, so i made some navigation regions with the editor(can’t believe I didn’t try this first) and the issue seems to be that there’s a gap between what I want to draw and what Godot actually draws.
see image:
https://imgur.com/a/QJVFZxN
I tried changing all the values I can to see what makes that gap go away, but I can’t find what’s causing it. Can anyone help?
== original question ==
I’m playing around with navigation stuff to learn about them. I can’t figure this one thing out.
this is the code snippet. It’s a sample code that’s straight copied from the official docs of NavigationPolygon page.
var navigation_region = NavigationRegion2D.new()
var new_navigation_mesh = NavigationPolygon.new()
var bounding_outline = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
new_navigation_mesh.add_outline(bounding_outline)
NavigationServer2D.bake_from_source_geometry_data(new_navigation_mesh, NavigationMeshSourceGeometryData2D.new());
navigation_region.navigation_polygon = navigation_polygon
add_child(navigation_region)
and this is the result: (imgur)
The top-left corner of the white background is the origin point (0, 0).
As you can see, the navigation layer does not start in (0, 0), although the vectors i gave it include the origin point.
All the nodes in the scene have their positions set to the origin.
Why is this happening and how can I fix it?