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authorRémi Verschelde <rverschelde@gmail.com>2022-10-06 16:34:41 +0200
committerRémi Verschelde <rverschelde@gmail.com>2022-10-06 16:34:41 +0200
commit6315800821ddb9bc548352e34d789ce45fcba502 (patch)
tree3116d427c8d3b2687981e7969caeafc250c21a79 /doc/classes/NavigationObstacle2D.xml
parent61021c08f80856f8d99dfbe9fd3d338ef5f41999 (diff)
parent8e03203695d7db0ef0c96a76ffa1a5fb90a1a347 (diff)
Merge pull request #66959 from timothyqiu/obstacles-pathfinding
Make it clear that obstacles don't affect pathfinding
Diffstat (limited to 'doc/classes/NavigationObstacle2D.xml')
-rw-r--r--doc/classes/NavigationObstacle2D.xml2
1 files changed, 1 insertions, 1 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>