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authorPaul Joannon <437025+paulloz@users.noreply.github.com>2021-03-18 12:04:28 +0100
committerPaul Joannon <hello@pauljoannon.com>2021-03-19 13:21:20 +0100
commit8455e901f39c90d581aeb8913640219fb8754e77 (patch)
tree9b4c919e2b8b2637ca7b914f74aaea73e198fa75 /doc/classes/NavigationServer3D.xml
parent3b380f4cdcfd54ebb1f4b32654618502571a43df (diff)
class reference proofreading
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</brief_description>
<description>
NavigationServer3D is the server responsible for all 3D navigation. It handles several objects, namely maps, regions and agents.
- Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world. For two regions to be connected to each other, they must share a similar edge. An edges is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
+ Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world. For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
You may assign navigation layers to regions with [method NavigationServer3D.region_set_layers], which then can be checked upon when requesting a path with [method NavigationServer3D.map_get_path]. This allows allowing or forbidding some areas to 3D objects.
To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.
[b]Note:[/b] the collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.