- Edited
(Godot 3.3.2 stable, Windows 10)
I have a TileMap under a Navigation node, generating simple paths for my enemies to move around in. I have an issue where sometimes, depending on position of the enemy, the pathing will suddenly cut through a space where there's no navigation, as you can see in the GIF:
The white transparent lines are Line2D's using navigation data. You can see that after updating close to the corner, it suddenly goes through, while the other navigations (from 3 other enemies) keep going around.
Is this a known issue?
I don't think it's related, but I'm using a 3*3 minimal autotile, none of those have navigation on them and so I change all empty tile spots with one that has navigation on it.
func _ready() -> void:
# Find the bounds of the tilemap (there is no 'size' property available)
var bounds_min := Vector2.ZERO
var bounds_max := Vector2.ZERO
for pos in get_used_cells():
if pos.x < bounds_min.x:
bounds_min.x = int(pos.x)
elif pos.x > bounds_max.x:
bounds_max.x = int(pos.x)
if pos.y < bounds_min.y:
bounds_min.y = int(pos.y)
elif pos.y > bounds_max.y:
bounds_max.y = int(pos.y)
# Replace all empty tiles with the provided navigation tile
for x in range(bounds_min.x, bounds_max.x):
for y in range(bounds_min.y, bounds_max.y):
if get_cell(x, y) == -1:
set_cell(x, y, 0, false, false, false, Vector2(8,5))
# Force the navigation mesh to update immediately
update_dirty_quadrants()