• 2D
  • How to visually debug tilemap navigation?

Does anyone know if it's possible to visually debug the navigation tilemaps? I'm fairly certain that I got the setup of my tile correct but clearly the spacing is off somehow but now matter how I mash the tiles together I can't get them to 'overlap' even though the first tile seems to be completely accurate. I'm doing an isometric 2D tile by the way.

Just found the answer in a youtube comments page of all places, go to the top left, press debug and then check visible navigation to see the game with the navigation tiles. Looks like it was an issue with the navigation not overlapping so I know now that my tiles are all duplicating correctly.

So my question in now guys why is my ship is not moving to the next tile even though the tiles are clearly overlapping? Or is it because of the overlapping that my ship isn't moving across?

as per this comment from @Zireael it was closed in 4.0 but is still an issue in 3.x which is the current stable released version.

Thanks, so really I should wait until 4.0 comes out and then it should be fixed?

Hm, not sure. If it's a breaking change then there is a chance it might not be coming to 3.x however since it is also a bug fix there in an argument to be made for it being a appropriate change to make in a minor version update to version 3. It's up to the developers I suppose. You'd have to inquire with them.

a month later

I realise this is a bit of a necro but I forgot to ask and I've been procrastinating because I've been so busy with code, where should I post if I want to talk to the devs about this issue? I hadn't realised how much I like isometric games and it would be nice to get the grid working lol.

@Lethn said: I realise this is a bit of a necro but I forgot to ask and I've been procrastinating because I've been so busy with code, where should I post if I want to talk to the devs about this issue? I hadn't realised how much I like isometric games and it would be nice to get the grid working lol.

I would recommend brining it up on the devel level on the Godot chat platform, as that’s where most of the Godot developers are (at least when it was the IRC). I think that’s probably the best place to try.

Thanks, will do when I remember.