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authorHaoyu Qiu <timothyqiu32@gmail.com>2022-10-06 11:05:29 +0800
committerHaoyu Qiu <timothyqiu32@gmail.com>2022-10-06 11:05:29 +0800
commit8e03203695d7db0ef0c96a76ffa1a5fb90a1a347 (patch)
tree1d00fc7a7a258438010087368b9f6190a468b00c
parentea9bb98f26be8212245f6ff796617901a8b9f3f6 (diff)
Make it clear that obstacles don't affect pathfinding
-rw-r--r--doc/classes/NavigationObstacle2D.xml2
-rw-r--r--doc/classes/NavigationObstacle3D.xml2
2 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/NavigationObstacle2D.xml b/doc/classes/NavigationObstacle2D.xml
index 6d05e220e3..68d9691ccf 100644
--- a/doc/classes/NavigationObstacle2D.xml
+++ b/doc/classes/NavigationObstacle2D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
2D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. [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>
diff --git a/doc/classes/NavigationObstacle3D.xml b/doc/classes/NavigationObstacle3D.xml
index f5a0bde089..90eb55887f 100644
--- a/doc/classes/NavigationObstacle3D.xml
+++ b/doc/classes/NavigationObstacle3D.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
3D Obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. [NavigationObstacle3D] 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>