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Update navigation page (3.5)
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@@ -10,7 +10,7 @@ Pathfinding in a 3D environment is crucial for many games, it's commonly
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how non directly controlled characters or entities find their way around
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an environment. Godot provides several nodes for this purpose:
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- :ref:`Navigation<class_Navigation>`
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- :ref:`Navigation<class_Navigation>` (deprecated)
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- :ref:`NavigationMeshInstance<class_NavigationMeshInstance>`
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- :ref:`NavigationAgent<class_NavigationAgent>`
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- :ref:`NavigationObstacle<class_NavigationObstacle>`
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@@ -23,9 +23,8 @@ the physics engine. It's comprised of navigation regions, these regions
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define parts of the world that can be navigated around by navigation
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agents.
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To create a navigation region add the :ref:`Navigation<class_Navigation>`
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node to a 3D scene, then add a :ref:`NavigationMeshInstance<class_NavigationMeshInstance>`
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as child of the navigation node. Next in the inspector for that mesh create or add a
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To create a navigation region add the :ref:`NavigationMeshInstance<class_NavigationMeshInstance>`
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node to a 3D scene. Next in the inspector for that mesh create or add a
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:ref:`NavigationMesh<class_NavigationMesh>`. The navmesh contains options
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for how it will be generated when it's baked. The geometry options control
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which nodes, and types of nodes, are used to bake the mesh. A full
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@@ -97,7 +96,9 @@ Generating a path (old method)
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------------------------------
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This is the old method for generating a navigation path, it will be
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removed in Godot 4.
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removed in Godot 4. First, add a navigation node to the scene, then
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add a navigation mesh instance as it's child and set up a navigation
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mesh.
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To get a path between two areas on a map you use the navigation node
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method ``get_simple_path()``. The first argument is a Vector3 of the
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