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@@ -100,7 +100,7 @@ as well and both 2D and 3D avoidance agents can exist on the same map.
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Waiting for synchronisation
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~~~~~~~~~~~~~~~~~~~~~~~~~~~
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-At the start of the game, a new scene or procedual navigation changes any path query to a NavigationServer will return empty or wrong.
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+At the start of the game, a new scene or procedural navigation changes any path query to a NavigationServer will return empty or wrong.
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The navigation map is still empty or not updated at this point.
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All nodes from the SceneTree need to first upload their navigation related data to the NavigationServer.
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@@ -108,7 +108,7 @@ Each added or changed map, region or agent need to be registered with the Naviga
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Afterward the NavigationServer requires a ``physics_frame`` for synchronisation to update the maps, regions and agents.
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One workaround is to make a deferred call to a custom setup function (so all nodes are ready).
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-The setup function makes all the navigation changes, e.g. adding procedual stuff.
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+The setup function makes all the navigation changes, e.g. adding procedural stuff.
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Afterwards the function waits for the next physics_frame before continuing with path queries.
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.. tabs::
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@@ -133,7 +133,7 @@ Afterwards the function waits for the next physics_frame before continuing with
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NavigationServer3D.region_set_transform(region, Transform())
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NavigationServer3D.region_set_map(region, map)
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- # create a procedual navigation mesh for the region
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+ # create a procedural navigation mesh for the region
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var new_navigation_mesh : NavigationMesh = NavigationMesh.new()
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var vertices : PackedVector3Array = PoolVector3Array([
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Vector3(0,0,0),
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