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Navigational Findings


Alienhead
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Go to solution Solved by Josh,

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Also trying to mimic the creation in code results with an error:

 

 
                navmesh = CreateNavMesh(world, 100, 64, 64, 32, 0.25, 0.4, 1.8, 0.5, 45)

CreateNavMesh(shared_ptr<World> world, const float height, const int tilesx, const int tilesz, const int tileres = 32, const float voxelsize = 0.25, const float agentradius = 0.4, const float agentheight = 1.8, const float stepheight = 0.501, const float maxslope = 45.01)

image.thumb.png.95a062668d6e42b094225b54d3ff793d.png

 

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  • Alienhead changed the title to Navigational Findings

Adding to this list:

In order for me to attach a NavAgent to a entity already in the world I have to move the entity to 0,0,0 and rotation 0,0,0 then attach it, then SetPosition() and SetRotation() the agent back to the normal spot for it to work. Simply creating the agent, moving it to pos and rot then attaching it causes some weird effects usually resulting in the model/entity being placed all about the map. 

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  • Solution
  • Added NavAgent:Stop
  • Added NavMesh() casting function
  • Added the missing CreateNavMesh overload

These will be included in the next build that goes up.

On 5/18/2024 at 9:45 AM, Alienhead said:

In order for me to attach a NavAgent to a entity already in the world I have to move the entity to 0,0,0 and rotation 0,0,0 then attach it, then SetPosition() and SetRotation() the agent back to the normal spot for it to work. Simply creating the agent, moving it to pos and rot then attaching it causes some weird effects usually resulting in the model/entity being placed all about the map. 

When an entity is attached to an object, it's local orientation is preserved relative to the parent. This might be a design decision that should be revisited, but it is currently working as intended. I don't think you need to move the agent, the entity's global orientation at the time of attachment will turn into its relative orientation to the attached object.

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