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Clarify what Navlink does and does not do

(cherry picked from commit 2874b7980738722b30ffba4b8f49eb09f15c3fe2)
skyace65 1 year ago
parent
commit
aecaa1e3b2
1 changed files with 6 additions and 7 deletions
  1. 6 7
      tutorials/navigation/navigation_using_navigationlinks.rst

+ 6 - 7
tutorials/navigation/navigation_using_navigationlinks.rst

@@ -44,13 +44,12 @@ If no valid polygon is found within the search radius the navigation link gets d
 The link debug visuals can be changed in the Editor :ref:`ProjectSettings<class_ProjectSettings>` under ``debug/shapes/navigation``.
 The link debug visuals can be changed in the Editor :ref:`ProjectSettings<class_ProjectSettings>` under ``debug/shapes/navigation``.
 The visibility of the debug can also be controlled in the Editor 3D Viewport gizmo menu.
 The visibility of the debug can also be controlled in the Editor 3D Viewport gizmo menu.
 
 
-.. note::
-
-    NavigationLinks do not move agents between the two link positions by themselves.
-
-A navigation link does not provide any automated movement through the link. Instead, when
-an agent reaches the position of a link, game code needs to react (e.g. through area triggers) and provide means for the agent
-to move through the link to end up at the links other position (e.g. through teleport or animation) to continue along the path.
+A navigation link does not provide any specialized movement through the link. Instead, when
+an agent reaches the position of a link, game code needs to react (e.g. through area triggers)
+and provide means for the agent to move through the link to end up at the links other position
+(e.g. through teleport or animation). Without that an agent will attempt to move itself along
+the path of the link. You could end up with an agent walking over a bottomless pit instead of
+waiting for a moving platform, or walking through a teleporter and proceeding through a wall.
 
 
 Navigation link script templates
 Navigation link script templates
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