mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-07 02:12:07 +03:00
Clarify what Navlink does and does not do
This commit is contained in:
@@ -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 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
|
||||
--------------------------------
|
||||
|
||||
Reference in New Issue
Block a user