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authorsmix8 <52464204+smix8@users.noreply.github.com>2022-06-26 13:04:02 +0200
committersmix8 <52464204+smix8@users.noreply.github.com>2022-06-26 13:04:02 +0200
commite1a4d1d08c7ab778d484ae3d1ace125cd23f6c6a (patch)
treebb7bc915e62ee7ae15f6377acd57d15f79a97838 /doc
parent12459ab334d319904810e35034642a59d056a043 (diff)
Clarify NavigationAgent radius property
Documents Navigation radius property, especially that it affects avoidance only.
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/NavigationAgent2D.xml3
-rw-r--r--doc/classes/NavigationAgent3D.xml3
2 files changed, 4 insertions, 2 deletions
diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml
index 757b635252..058f1032cb 100644
--- a/doc/classes/NavigationAgent2D.xml
+++ b/doc/classes/NavigationAgent2D.xml
@@ -136,7 +136,8 @@
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0">
- The radius of the agent.
+ The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_dist]).
+ Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
</member>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml
index 5e1004165d..c689ddc345 100644
--- a/doc/classes/NavigationAgent3D.xml
+++ b/doc/classes/NavigationAgent3D.xml
@@ -142,7 +142,8 @@
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
- The radius of the agent.
+ The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_dist]).
+ Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
</member>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.