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authorsmix8 <52464204+smix8@users.noreply.github.com>2022-06-01 07:49:08 +0200
committersmix8 <52464204+smix8@users.noreply.github.com>2022-06-01 09:38:32 +0200
commit7f72b7b3ad9880845e0f878b5bc6d9120b8b4dc0 (patch)
treed650b6b0529ad04d302126b64d5f9723cdeab23f /doc/classes
parentd8b0a8cd29c1f67fe850d0df0ca09ffb4d73fe10 (diff)
Add class doc that NavigationServer changes are not instant
Add class doc that NavigationServer changes are not instant.
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/NavigationServer2D.xml4
-rw-r--r--doc/classes/NavigationServer3D.xml4
2 files changed, 6 insertions, 2 deletions
diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml
index 928834101f..1994a7a4c4 100644
--- a/doc/classes/NavigationServer2D.xml
+++ b/doc/classes/NavigationServer2D.xml
@@ -5,7 +5,9 @@
</brief_description>
<description>
NavigationServer2D is the server responsible for all 2D navigation. It handles several objects, namely maps, regions and agents.
- Maps are made up of regions, which are made of navigation polygons. Together, they define the navigable areas in the 2D 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.
+ Maps are made up of regions, which are made of navigation polygons. Together, they define the navigable areas in the 2D world.
+ [b]Note:[/b] Most NavigationServer changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation related Nodes in the SceneTree or made through scripts.
+ 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 NavigationServer2D.region_set_layers], which then can be checked upon when requesting a path with [method NavigationServer2D.map_get_path]. This allows allowing or forbidding some areas to 2D 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.
diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml
index 8c83fe5485..2a729e7108 100644
--- a/doc/classes/NavigationServer3D.xml
+++ b/doc/classes/NavigationServer3D.xml
@@ -5,7 +5,9 @@
</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 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.
+ Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world.
+ [b]Note:[/b] Most NavigationServer changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation related Nodes in the SceneTree or made through scripts.
+ 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.