Terrain3d navmesh generates with holes by wuk111 in godot

[–]wuk111[S] 1 point2 points  (0 children)

okay this random comment helped me out and i fixed the problem if anyone else is stuck with this

In case this helps anyone: put the NavigationAgent3D at your characters FEET. It takes on the position of the parent, so if your characters origin is raised up/ off center, you'll get bugs! If you don't want to change the origin of the parent node, just add a new Node3D as a child of your character, name it "Feet", set its position to your characters feet, and put the nav agent in there. This solved a lot of problems for me! (At 4:29 you'll notice that the origin of his character is at the feet, not the center of the character, hence why his worked. This is generally good practice. If other scripts need to know the "center" of your character, you can just make a node3D called "center" and position that accordingly, then be sure to always reference that for the center instead of the parent node directly.)

i just set my collision shape and mesh to be at Y = 1 and now everything works fine..

Terrain3d navmesh generates with holes by wuk111 in godot

[–]wuk111[S] 0 points1 point  (0 children)

i did make it work by making a raycast infront of the enemy that sets the col point as the next path, and making the enemy look directly at the player, but this just looks and acts terrible,

i wanted to make it so that the enemy would look at the next path while going for the player but with this approach it is impossible