+1 vote

I'm using the last build from source code of godot. I have a Gridmap, child of a Navigation, with a single tile and a navmesh in this tile. But when I calculate a path in this gridmap, it's only able to find a path within the same cell. When the end point is located in another cell, the navigation node can't find the path.

I am certain that the vertices and edges are placed to the borders of the tile, which means two cells of the same tile should perfectly match and be able to merge. But it didn't happen. My navigation mesh is a mere cube, which I triangulated to be sure. I even tried to flip the normals of some faces, without success.
Here's a pic from my tile in blender. The highlighted mesh is the navmesh. The other ones are the visual mesh and a collision mesh.
navigation mesh

During the test, within a same cell, I get a path:
same cell
Accross cells, no path (white points are start and end point):
different cells

Is there something else I should check?

Blend file: https://drive.google.com/file/d/0B3WfGYr6k_DGUlpXcE5PQXFzRmM/view?usp=sharing

Collada file after export: https://drive.google.com/file/d/0B3WfGYr6k_DGWlRMdThDLXpPa1E/view?usp=sharing

in Engine by (701 points)

This is just one cell, right?
If you want to merge navmesh to find way from a cell to another cell,
I think you need to make a mesh as plane for navmesh, not cube.

can you provide a sample godot project also?

Just one cell? I don't know what you mean.
However you're right. I got the same answer in github. The navmesh has to be a plane. It works now.

1 Answer

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Best answer

You need to make a mesh as plane for navmesh, not cube.

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by (9,768 points)
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