For days I've been fruitlessly looking all over the place for the information you shared in the first part about looping a route and then this lands in my Home feed! Thanks for the video!
This has been helpful thank you. I do have a question if you could go into more detail about Navigation Links. It's a bit hard to wrap my brain around them and they seem very useful.
What sort of additional details do you need me to go over? I knew there was a possibility I'd need to cover them more though understanding where the confusion lies will let me do a better job helping you and others with similar questions.
@@WizardofWestmarch Well, for me I'm trying to get my enemy to jump from one link to another, but it just stops midway and falls to the ground like all it's momentum just stopped. I think showing us the Autoloads and what the actual function in them would help too.
@@zucankidev So I think I covered this in the video, but check your Path Max Distance on the agent, if it gets too far away from the path in any direction it will just stop navigating which can lead to the falling. I had a version of that with the tall jump where it jumped and stopped about halfway up and fell straight down because of it.
@@zucankidev Hm dug up my project from the tutorial and been looking at debugging tricks to figure out what the heck would be going wrong for you, but a lot of my first instincts don't work. For example the get_next_path_position() doesn't throw an error or the like. One thing you can try, wire up the signal from your nag agent for path_changed (doesn't take any parameters if you want to wire it up with .connect() ) and see if that is firing. It was happening for me when I had the Path Max Distance too low for my jumps. I will note my testing I don't see the actual get_next_path_position does not seem to change at the moment the event fires.
@@MoogieSRO yeah they can be updated at run time. I should probably throw together a video on it because there just isn't a lot of material about them on RUclips
i think most of my confusion stems from (aside from lack of experience) is the navigation server stuff, and getting the rid(no idea what that is). do you know where i should go to get the basics of understanding on this stuff?
Personally I used the documentation and played with things. When are you running into RID issues, with the link? If so when you trigger the signal the dictionary should include the RID you need. At that point you need to stash a copy of the RID for the links somewhere so you can react correctly (you do not have to do the autoload the way I did, though I found it the simplest way to do it quickly).
@@neptun3189 RIDs are basically a unique identifier the engine uses to keep track of what is what. Most of the time you don't need them, frankly NavMesh links are the only thing I've used them for so far.
@@WizardofWestmarch yeah that part makes sense to me, i heard you mention a navigation server, and how theres like different threads for that. i just feel im lacking alot of technical knowledge for these under the hood things lol
@@neptun3189 If you aren't doing anything too crazy you can mostly ignore the existence of the navigation server. It is basically the code that processes your request asking for the next location an agent should go to on the way to its final target location (if you turn on debug navigation you'll see a bunch of short red lines chained together between the agent and its target).
Oh wow, I just needed this! Great tutorial! Keep them coming!
For days I've been fruitlessly looking all over the place for the information you shared in the first part about looping a route and then this lands in my Home feed! Thanks for the video!
Fantastic, that's exactly why I've made the videos I have. Specific bite size things to answer questions people are stuck on :)
This has been helpful thank you. I do have a question if you could go into more detail about Navigation Links. It's a bit hard to wrap my brain around them and they seem very useful.
What sort of additional details do you need me to go over? I knew there was a possibility I'd need to cover them more though understanding where the confusion lies will let me do a better job helping you and others with similar questions.
@@WizardofWestmarch Well, for me I'm trying to get my enemy to jump from one link to another, but it just stops midway and falls to the ground like all it's momentum just stopped. I think showing us the Autoloads and what the actual function in them would help too.
@@zucankidev So I think I covered this in the video, but check your Path Max Distance on the agent, if it gets too far away from the path in any direction it will just stop navigating which can lead to the falling. I had a version of that with the tall jump where it jumped and stopped about halfway up and fell straight down because of it.
@@WizardofWestmarch It didn't work. All it does is just jump in place. It's like it's unable to leave the first navigation region.
@@zucankidev Hm dug up my project from the tutorial and been looking at debugging tricks to figure out what the heck would be going wrong for you, but a lot of my first instincts don't work. For example the get_next_path_position() doesn't throw an error or the like.
One thing you can try, wire up the signal from your nag agent for path_changed (doesn't take any parameters if you want to wire it up with .connect() ) and see if that is firing. It was happening for me when I had the Path Max Distance too low for my jumps. I will note my testing I don't see the actual get_next_path_position does not seem to change at the moment the event fires.
good tutorial 👍
Do you know any way to make it possible to update a navmesh and/or add and remove links dynamically during runtime?
@@MoogieSRO yeah they can be updated at run time. I should probably throw together a video on it because there just isn't a lot of material about them on RUclips
i think most of my confusion stems from (aside from lack of experience) is the navigation server stuff, and getting the rid(no idea what that is). do you know where i should go to get the basics of understanding on this stuff?
Personally I used the documentation and played with things. When are you running into RID issues, with the link? If so when you trigger the signal the dictionary should include the RID you need. At that point you need to stash a copy of the RID for the links somewhere so you can react correctly (you do not have to do the autoload the way I did, though I found it the simplest way to do it quickly).
I don’t even know what am RID is. But it sounds like I just need to hunker down and read the documents (even the boring sounding parts 😢 )
@@neptun3189 RIDs are basically a unique identifier the engine uses to keep track of what is what. Most of the time you don't need them, frankly NavMesh links are the only thing I've used them for so far.
@@WizardofWestmarch yeah that part makes sense to me, i heard you mention a navigation server, and how theres like different threads for that. i just feel im lacking alot of technical knowledge for these under the hood things lol
@@neptun3189 If you aren't doing anything too crazy you can mostly ignore the existence of the navigation server. It is basically the code that processes your request asking for the next location an agent should go to on the way to its final target location (if you turn on debug navigation you'll see a bunch of short red lines chained together between the agent and its target).