|
@@ -10,7 +10,7 @@ Pathfinding in a 3D environment is crucial for many games, it's commonly
|
|
|
how non directly controlled characters or entities find their way around
|
|
|
an environment. Godot provides several nodes for this purpose:
|
|
|
|
|
|
-- :ref:`Navigation<class_Navigation>`
|
|
|
+- :ref:`Navigation<class_Navigation>` (deprecated)
|
|
|
- :ref:`NavigationMeshInstance<class_NavigationMeshInstance>`
|
|
|
- :ref:`NavigationAgent<class_NavigationAgent>`
|
|
|
- :ref:`NavigationObstacle<class_NavigationObstacle>`
|
|
@@ -23,9 +23,8 @@ the physics engine. It's comprised of navigation regions, these regions
|
|
|
define parts of the world that can be navigated around by navigation
|
|
|
agents.
|
|
|
|
|
|
-To create a navigation region add the :ref:`Navigation<class_Navigation>`
|
|
|
-node to a 3D scene, then add a :ref:`NavigationMeshInstance<class_NavigationMeshInstance>`
|
|
|
-as child of the navigation node. Next in the inspector for that mesh create or add a
|
|
|
+To create a navigation region add the :ref:`NavigationMeshInstance<class_NavigationMeshInstance>`
|
|
|
+node to a 3D scene. Next in the inspector for that mesh create or add a
|
|
|
:ref:`NavigationMesh<class_NavigationMesh>`. The navmesh contains options
|
|
|
for how it will be generated when it's baked. The geometry options control
|
|
|
which nodes, and types of nodes, are used to bake the mesh. A full
|
|
@@ -97,7 +96,9 @@ Generating a path (old method)
|
|
|
------------------------------
|
|
|
|
|
|
This is the old method for generating a navigation path, it will be
|
|
|
-removed in Godot 4.
|
|
|
+removed in Godot 4. First, add a navigation node to the scene, then
|
|
|
+add a navigation mesh instance as it's child and set up a navigation
|
|
|
+mesh.
|
|
|
|
|
|
To get a path between two areas on a map you use the navigation node
|
|
|
method ``get_simple_path()``. The first argument is a Vector3 of the
|