+2 votes

I am trying to implement path finding on my TileMap which is using Autotiles to place NavigationPolygons within the appropriate tiles. The problem I ran into is that my entities will get stuck on the walls because the CollisionShape2D of the entity has a non-zero area.

I tried reducing the size of the NavigationPolygons within my tiles to account for this but it seems that NavigationPolygons do not work unless they fully span a tile edge, is this correct?

For example, if I create a NavigationPolygon which only covers the left half of the tile, it seems that the tile becomes completely un-navigable. Is this the correct behaviour?

So far, it seems incredibly difficult to use pathfinding for any practical applications in 2D right now.

in Engine by (19 points)

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