mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-04 14:11:02 +03:00
Fix wrong information on NavigationLayers page
Removes the parts that state that the navigation layers have anything to do with how a navigation map merges the navigation regions or navigation mesh polygons. Also corrects wrong statement about changing the navigation layers of a region as that change requires a server sync.
(cherry picked from commit 3ba1dd072c)
This commit is contained in:
@@ -3,15 +3,13 @@
|
||||
Using NavigationLayers
|
||||
======================
|
||||
|
||||
NavigationLayers are an optional feature to further control which navigation meshes are considered in a path query and which regions can be connected.
|
||||
NavigationLayers are an optional feature to further control which navigation meshes are considered in a path query.
|
||||
They work similar to how physics layers control collision between collision objects or how visual layers control what is rendered to the Viewport.
|
||||
|
||||
NavigationLayers can be named in the **ProjectSettings** the same as physics layers or visual layers.
|
||||
|
||||
.. image:: img/navigationlayers_naming.png
|
||||
|
||||
If two regions have not a single compatible layer they will not be merged by the NavigationServer. See :ref:`doc_navigation_connecting_navmesh` for more information on merging navigation meshes.
|
||||
|
||||
If a region has not a single compatible navigation layer with the ``navigation_layers`` parameter of a path query this regions navigation mesh will be skipped in pathfinding.
|
||||
See :ref:`doc_navigation_using_navigationpaths` for more information on querying the NavigationServer for paths.
|
||||
|
||||
@@ -96,5 +94,4 @@ trigger large scale updates on the NavigationServer.
|
||||
|
||||
Changing the navigation layers of NavigationAgent nodes will have an immediate
|
||||
effect on the next path query. Changing the navigation layers of
|
||||
regions will have an immediate effect on the region but any new region
|
||||
connect or disconnect will only be in effect after the next physics frame.
|
||||
regions will have an effect after the next NavigationServer sync.
|
||||
|
||||
@@ -16,7 +16,7 @@ interacting with gameplay objects e.g. ladders, jump pads or teleports.
|
||||
:ref:`NavigationLink3D<class_NavigationLink3D>` respectively.
|
||||
|
||||
Different NavigationRegions can connect their navigation meshes without the need for a NavigationLink
|
||||
as long as they are within navigation map ``edge_connection_margin`` and have compatible ``navigation_layers``.
|
||||
as long as they have overlapping edges or edges that are within navigation map ``edge_connection_margin``.
|
||||
As soon as the distance becomes too large, building valid connections becomes a problem - a problem that NavigationLinks can solve.
|
||||
|
||||
See :ref:`doc_navigation_using_navigationregions` to learn more about the use of navigation regions.
|
||||
|
||||
Reference in New Issue
Block a user