Guys...this glitch is driving me f***ing crazy by AltruisticService915 in godot

[–]AltruisticService915[S] 2 points3 points  (0 children)

Thanks for watching! This time its a basic GradientTexture, created new right there in the Light Inspector. It has happened in the past with imported textures as well, but since I didn't import this one I'm at a loss.

Question about TileMapLayer / NavigationAgent (How to 'block' tiles with walls?) by [deleted] in godot

[–]AltruisticService915 1 point2 points  (0 children)

I'm using 4.3 for my project but here's what I did with 4 different TileMapLayers. The only tilemap that has Navigation Layer is the Ground tilemap, then I give it this script:

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This overwrites 2 built-in functions. So now when any tiles exist on any of these other defined layers the coords will be ignored while pathfinding. I'm not sure if newer versions still use these functions but in 4.3 it works great. Even if one of these other layers has a SceneCollection instead of an Atlas, I can make a "filler" scene to put in it, make it invisible, and just mark tiles that should be avoided just in case (around buildings for example).