From a1ec0dca97bb3c806b95957b2538c05d76c017d6 Mon Sep 17 00:00:00 2001 From: Haoyu Qiu Date: Thu, 6 Oct 2022 16:08:06 +0800 Subject: [PATCH] Make it clear that obstacles don't affect pathfinding --- doc/classes/NavigationObstacle.xml | 2 +- doc/classes/NavigationObstacle2D.xml | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/doc/classes/NavigationObstacle.xml b/doc/classes/NavigationObstacle.xml index 83fddcdc6..cf438297c 100644 --- a/doc/classes/NavigationObstacle.xml +++ b/doc/classes/NavigationObstacle.xml @@ -5,7 +5,7 @@ 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. diff --git a/doc/classes/NavigationObstacle2D.xml b/doc/classes/NavigationObstacle2D.xml index e0c85adef..3c36164de 100644 --- a/doc/classes/NavigationObstacle2D.xml +++ b/doc/classes/NavigationObstacle2D.xml @@ -5,7 +5,7 @@ 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.