+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.

asked May 9, 2019 in Engine by gareththegeek (19 points)

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read How to use this Q&A? before posting your first questions.