Godot 4 NavigationServer3D: the three ways a "broken navmesh" is the API doing what it says (4.7.2, proof project included) MIT source
TIL NavigationServer3D.map_get_path() in Godot 4 stops searching after 4096 polygons by default. On a big navmesh the path just ends short and looks like a disconnected island.
https://vav-labs.com/blog/navigationserver3d-in-godot/Open linkView original on programming.dev
2 replies
Is this a known issue if its that bad? I can see a lot of environments eclipsing 4096 polys
It's documented behavior rather than a bug, but it's easy to miss because the doc lives on a different class than the one people call.
The nasty part is what happens when the cap hits. Per the docs, the search / resets and builds a path from the start polygon to the polygon that was found closest to the target position so far. So you don't get an empty path or an error you get a plausible-looking path that ends short. That reads exactly like a disconnected island.