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author | Rémi Verschelde <rverschelde@gmail.com> | 2022-10-06 16:34:41 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-10-06 16:34:41 +0200 |
commit | 6315800821ddb9bc548352e34d789ce45fcba502 (patch) | |
tree | 3116d427c8d3b2687981e7969caeafc250c21a79 /doc/classes/NavigationObstacle2D.xml | |
parent | 61021c08f80856f8d99dfbe9fd3d338ef5f41999 (diff) | |
parent | 8e03203695d7db0ef0c96a76ffa1a5fb90a1a347 (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.xml | 2 |
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> |