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I am having a hard time following the path generation logic. On certain inputs when I run the command (on dungeon.obj), there will be 0's on the I can keep stepping through to trace things, but figured others may have a similar question so it would be helpful to have an answer here. Here is what I am seeing There is an edge getting created under the navmesh, but it isn't connected to the path. test coordinates:
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I spent some more time stepping through and found that there is some issue with edges being detected in So instead I modified and it works without the weird edge problem.
I'm not sure if this is a bug or I am misunderstanding the purpose. if its and issue ill let someone this discussion to and issue and I can make a PR |
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I spent some more time stepping through and found that there is some issue with edges being detected in
getPolyHeight
. I think during the check to see if it is in the polygon or not, "edge cases" cause it to return false incorrectly. There is a check at the end for a point on edges, but it doesn't reach that.So instead I modified
recastnavigation/Detour/Source/DetourNavMesh.cpp
Line 692 in c2a0d94