Make it clear that obstacles don't affect pathfinding

This commit is contained in:
Haoyu Qiu 2022-10-06 16:08:06 +08:00 committed by Relintai
parent 556b7564cd
commit a1ec0dca97
2 changed files with 2 additions and 2 deletions

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@ -5,7 +5,7 @@
</brief_description>
<description>
3D obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a [Navigation] node, or using [method set_navigation]. [NavigationObstacle] is physics safe.
[b]Note:[/b] Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
Obstacles [b]don't[/b] change the resulting path from the pathfinding, they only affect the navigation agent movement in a radius. Therefore, using obstacles for the static walls in your level won't work because those walls don't exist in the pathfinding. The navigation agent will be pushed in a semi-random direction away while moving inside that radius. Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
</description>
<tutorials>
</tutorials>

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</brief_description>
<description>
2D obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a [Navigation2D] node, or using [method set_navigation]. [NavigationObstacle2D] is physics safe.
[b]Note:[/b] Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
Obstacles [b]don't[/b] change the resulting path from the pathfinding, they only affect the navigation agent movement in a radius. Therefore, using obstacles for the static walls in your level won't work because those walls don't exist in the pathfinding. The navigation agent will be pushed in a semi-random direction away while moving inside that radius. Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
</description>
<tutorials>
</tutorials>